Sunday, February 21, 2010
Brain Training and Age
So the last post I wrote about Brain Training software ended with a slight bummer. With all of the excitement about brain training software Scientific Learning has produced, it appears to not be all that effective. With all the supposed science behind these games something has obviously gone awry with Scientific Learning's program. Was the software not interesting enough for the kids? Did the program not improve the correct parts of the brain? There are a multitude of factors that could have gone wrong. So for this post we'll look at another company making the same sort of claims of cognitive improvement. However, instead of targeting developing youth, this company is targeting the other spectrum of the population, declining elders. Hopefully they are having more success.
Posit Science is a California company based on the work by Dr. Merzenich (As it turns out he also helped found Scientific Learning and has his name in over 200 papers - busy guy). The company has seen a lot of media time recently and is home to a large and prestigious research team. I'll leave it to them to describe their company's purpose.
"drug-free programs to address cognitive issues related to healthy aging, as well as a broad range of other conditions, including Alzheimer's disease, mild cognitive impairment, schizophrenia, and chemobrain." (http://www.positscience.com/about)
It's been shown that once 60 hits cognitive abilities may begin to decline (http://www.healthandage.com/html/min/afar/content/other6_1.htm ). This company is working on creating software that will help keep your brain in top shape as the years start to get to you.
Their website of course makes a lot of impressive claims, but it also offers a very nice study published in the American Geriatrics Society (http://www3.interscience.wiley.com/journal/122189596/abstract, the full article can be accessed through the research portal). The study design is described as multi-center, prospective, randomized, controlled, and double-blind. Sounds good right? I'll try a brief summary for us normal's. The study divided 487 people into an experimental group and control group. In the experimental group the participants used the Posit Science program for an hour a day 5 days a week for 8 weeks. In the control group instead of the Posit Science program, a simple computer-based learning software was used; the software was basically watching instructional segments and being quizzed on them. The analysis of the two groups after 8 weeks provided some interesting results. In the experimental group they found that participants had gained approximately 10 years of improvement in memory. This was determined by increases in multiple standard measures of memory, independent of the posit science software. Three out of four members of the experimental group also reported positive changes in daily life. Both of these results were significantly greater than the control group.
This is a pretty good outcome for Posit Science. This study shows that their software is a pretty reasonable tool in keeping brains "young". An interesting question to ask is how come this company seems to be so successful at their goals while Scientific Learning is struggling so much. Remember that the company is founded by a lot of the same research from the same guy, Dr. Merzenich. Is the biggest difference between the two companies the people using the software? Perhaps brain training software is just more useful to older brains at this point in the research.
A deeper look into the science behind each game involved with each program would perhaps reveal some clue to why older users seem to benefit more than younger. It would also be interesting to see what kind effects Posit Science software had on a younger population or vice versa. But until that day the result of this study (and others) is good news for businesses in the field of keeping the elderly on top of their game.
Monday, February 15, 2010
Video Games in the class room
The most interesting thing I found from the Baek's article, "What Hinders Teachers in Using Computer and Video Games in the Classroom? Exploring Factors Inhibiting the Uptake of Computer and Video Games", was the divide he observes between experienced and inexperienced teachers.
The article claims that experienced teachers think curriculum inflexibility and negative effects of gaming are bigger problems than then inexperienced teachers. This seems to make sense. Teachers with more experience are most likely older and therefore have less experience with video games; video games haven't been around that long. Curriculum inflexibility and negative effects are both reactions I would expect from people with less experience with video games.
I feel as though (I'm just going with personal experience here, and I'm a pretty heavy gamer) people who play more video games see less negative effects of them. They don't accept the media's stereotype of video games as starting points for violence or a home to mindless zombies.
Curriculum inflexibility is probably a reaction caused by a lack of knowledge of the wide array and depth of the video game world. Somebody who didn't spend a lot of time gaming probably doesn't see how flexible today's games are. As games are becoming more and more powerful they provide more and more opportunity to fit niches that inflexible curriculums offer. In the early stages of the gaming timeline games were made with only sparse environments and even sparser methods of interactions (http://en.wikipedia.org/wiki/The_Oregon_Trail_(video_game)). I can see how it might be difficult to find methods of using these old games to match very specific mandated lesson plans. However, I feel that new games offer a much wider range of possible lessons that can easily be adapted to fit the strictest of curriculum (http://en.wikipedia.org/wiki/Second_Life).
So now that we've got the more experienced teachers with less video game experience figured out we can move on to the opposing side. The article claims that less experienced teachers claim lack of supporting materials and fixed class schedules as the culprit behind the integration challenge. Going along with the idea that less experienced teachers have more video game expertise these claims also are reasonable.
More experienced gamers see the power that new video games can offer. They understand that the games of today can be creatively molded to fit the everyday curricula. The problems they offer up are that there should be more time to work with these programs and better machines to run them. Video games of today require the latest in hardware support as hardware is always on the catch up to software. Not only do they need the latest hardware, they need more time to utilize all the power that this hardware has to offer. Games of today are complex, intricate, and absorbing. Students would need more time to interact and explore all that the games offer.
So if people with more gaming experience are the ones putting these issues at the top, then it may be surprising to see that women share this same view more than men. In the article it states that lack of supporting materials, fixed class schedules, and limited budgets are all seen as bigger problems to women than men. . It seems unlikely that women would be the more experienced gender when it comes to video games. As it turns out (http://news.bbc.co.uk/2/hi/technology/4634519.stm) woman make up the majority of the gamers in South Korea (a mind blowing 69%) which is where the study was taken.
Interestingly enough, with my arguments now made, the article says nothing about age or video game experience correlations. The article makes no mention about these two background categories in the discussion. This is strange to me as they seem so trivially vital to the understanding of this problem. The only reason I can see for why the author would leave this information out is that no statistically significant conclusions could be made from the perspective of these categories. If this is the case, I'm afraid my above arguments are bust as they require a correlation between teaching experience and age/video game experience. Either way I'd like to end by giving my resound approval for seeing video games in class rooms.
Wednesday, February 10, 2010
Education and Brain Training
- Improves memory by requiring holding a word or statement in short-term memory while retrieving picture-concept associations from long-term memory.
- Improves attention by making students focus on the tasks at hand.
- Strengthens processing ability through auditory, visual, and linguistic processing of orally and visually presented stories for meaning and comprehension.
- Develops sequencing through exercises that require using word order to comprehend simple and complex statements and instructions and organizing a response that follows the specified sequence of actions.“