Gaming enhances learning-induced plastic changes in the brain
dc.contributor.author | Junttila, Katja | |
dc.contributor.author | Smolander, Anna-Riikka | |
dc.contributor.author | Karhila, Reima | |
dc.contributor.author | Giannakopoulou, Anastasia | |
dc.contributor.author | Uther, Maria | |
dc.contributor.author | Kurimo, Mikko | |
dc.contributor.author | Ylinen, Sari | |
dc.date.accessioned | 2022-04-12T07:40:36Z | |
dc.date.available | 2022-04-12T07:40:36Z | |
dc.date.issued | 2022-04-26 | |
dc.identifier.citation | Junttila, K., Smolander, A-R., Karhila, R., Giannakopoulou, A., Uther, M., Kurimo, M. and Ylinen, S. (2022) Gaming enhances learning-induced plastic changes in the brain. Brain and Language, 230, Article number 105124 | en |
dc.identifier.issn | 0093-934X | en |
dc.identifier.doi | 10.1016/j.bandl.2022.105124 | |
dc.identifier.uri | http://hdl.handle.net/2436/624702 | |
dc.description | This is an accepted manuscript of a paper published by Elsevier on 26/04/2022. The accepted manuscript of the publication may differ from the final published version. | en |
dc.description.abstract | Digital games may benefit children’s learning, yet the factors that induce gaming benefits to cognition are not well known. In this study, we investigated the effectiveness of digital game-based learning in children by comparing the learning of foreign speech sounds and words in a digital game or a non-game digital application. To evaluate gaming-induced plastic changes in the brain, we used the mismatch negativity (MMN) brain response that reflects the access to long-term memory representations. We recorded auditory brain responses from 37 school-aged Finnish-speaking children before and after playing a computer-based language-learning game. The MMN amplitude increased between the pre- and post-measurement for the game condition but not for the non-game condition, suggesting that the gaming intervention enhanced learning more than the non-game intervention. The results indicate that digital games can be beneficial for children’s speech-sound learning and that gaming elements per se, not just practice time, support learning. | en |
dc.description.sponsorship | This work was supported by the Academy of Finland (projects no 274058 and 274075), the Doctoral Programme in Psychology, Learning and Communication, and the University of Helsinki Research Funds. | en |
dc.format | application/pdf | en |
dc.language | English | en |
dc.language.iso | en | en |
dc.publisher | Elsevier | en |
dc.relation.url | https://www.sciencedirect.com/science/article/pii/S0093934X22000542 | en |
dc.subject | digital game-based learning | en |
dc.subject | foreign-language learning | en |
dc.subject | automatic speech recognition | en |
dc.subject | gaming | en |
dc.title | Gaming enhances learning-induced plastic changes in the brain | en |
dc.type | Journal article | en |
dc.identifier.journal | Brain and Language | en |
dc.date.updated | 2022-04-08T12:15:58Z | |
dc.identifier.articlenumber | 105124 | |
dc.date.accepted | 2022-04-08 | |
rioxxterms.funder | Academy of Finland, the Doctoral Programme in Psychology, Learning and Communication, and the University of Helsinki Research Funds | en |
rioxxterms.identifier.project | 274058 | en |
rioxxterms.identifier.project | 274075 | en |
rioxxterms.version | AM | en |
rioxxterms.licenseref.uri | https://creativecommons.org/licenses/by-nc-nd/4.0/ | en |
rioxxterms.licenseref.startdate | 2023-04-26 | en |
dc.source.volume | 230 | |
dc.source.beginpage | 1 | |
refterms.dateFCD | 2022-04-12T07:36:47Z | |
refterms.versionFCD | AM |