Telma Pará, Luís Alfredo Vidal de Carvalho, Paulo Mattos, Simone Dantas, Sylvain Gravier, Sue Johnston-Wilder
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Can the Clobber game become a classroom-based tool for screening students' executive functions?
The use of games for cognitive screening is not new and involves employing simple tasks as well as virtual reality. In this work, we introduce the use of the combinatorial game Clobber, created by the mathematicians Albert, Grossman, Nowakowski and Wolfe in 2001 in a classroom-based experiment and analyzed how it can assess cognitive functions. Specifically, this study tries to address how the use of the Clobber game can target executive functions (EFs) and why it may be a valuable game to assess EFs. Executive functions have an extremely complex nature and combine abilities which involve planning, decision-making, productive action, and self-regulation, among others. We performed a cross-sectional study with a sample of 111 participants aged 9-30 from three educational levels in which Clobber was applied in four different configurations varying in complexity. The findings identify two variables that can guide future experiments with Clobber: the game configuration and the time spent solving the game.
期刊介绍:
Progress in Brain Research is the most acclaimed and accomplished series in neuroscience. The serial is well-established as an extensive documentation of contemporary advances in the field. The volumes contain authoritative reviews and original articles by invited specialists. The rigorous editing of the volumes assures that they will appeal to all laboratory and clinical brain research workers in the various disciplines: neuroanatomy, neurophysiology, neuropharmacology, neuroendocrinology, neuropathology, basic neurology, biological psychiatry and the behavioral sciences.