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http://dx.doi.org/10.11236/jph.67.6_413 | DOI Listing |
J Exp Child Psychol
January 2025
Department of Psychology, Montclair State University, Montclair, NJ 07043, USA. Electronic address:
A common obstacle in cognitive development research is that many cognitive tasks can be long, repetitive, and hence seemingly boring for children. The current study examined whether incorporating gamification elements could make a classic mental rotation task more child-friendly and engaging for young children. A total of 100 children aged 6 to 9 years participated in two mental rotation tasks, where one included gamification elements and the other did not.
View Article and Find Full Text PDFMethodsX
June 2025
School of Computer Science and Engineering, Vellore Institute of Technology, Vandalur - Kelambakkam Road, Chennai, 600 127 Tamil Nadu, India.
This study introduces a framework that integrates AI-driven Game-Based Language Teaching (GBLT) with advanced neuroscience to transform language education for visually impaired learners. Built on the principles of neuroplasticity and epigenetics, the approach leverages educational psychology with the help of adaptive AI to deliver personalized, gamified learning experiences that reshape neural pathways, improve memory retention, and strengthen emotional resilience. By fostering low-stress, immersive environments, it triggers positive epigenetic changes, enhancing long-term cognitive flexibility.
View Article and Find Full Text PDFClin Nutr
January 2025
Health Research and Innovation Science Centre, Klaipeda University, Klaipeda, Lithuania.
Background: Adolescence is a crucial phase for developing healthy eating habits with lifelong health implications. Digital interventions, such as smartphone apps and web platforms, have emerged as promising strategies to promote healthy eating habits among adolescents by using behavior change techniques (BCTs). This study aims to systematically review internet-based dietary interventions targeting adolescents, focusing on the analysis of BCTs employed, their delivery modes, and their impact on adolescents' adherence and engagement.
View Article and Find Full Text PDFJ Neurol
January 2025
Research Center for Clinical Neuroimmunology and Neuroscience Basel (RC2NB), University Hospital Basel, University of Basel, Spitalstrasse 2, CH-4031, Basel, Switzerland.
Aim: As part of the development of a smartphone-based app for monitoring MS disease activity and progression (dreaMS, NCT05009160), we developed six gamified tests with multiple difficulty levels as a monitoring tool for cognition. This study quantified the relative difficulty between levels and investigated their reliability, ability to depict practice effects, and user acceptance.
Methods: Healthy volunteers played each game, covering five cognitive domains, twice per day for 11 consecutive days.
J Undergrad Neurosci Educ
December 2024
Burnett School of Biomedical Sciences, University of Central Florida, Orlando, FL 32816.
As a subset of active learning, gamification involves the application of gaming principles as a means of improving student outcomes in the classroom. Recent work has shown that such active learning strategies may be particularly effective at reducing the rate of failure in STEM courses. In this retrospective case study, I examined the effects on student exam performance, rate of failure, and perception of instruction following a semester-long course improvement project that involved implementing a novel tabletop style roleplaying game () during lab sessions in an undergraduate neuroanatomy course.
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