Evaluation of the use of electronic games to improvement of executive functions in the school context
Keywords:
Video games, Executive function, Attention, LearningAbstract
This study evaluates the use of electronic games for the improvement of executive functions in children in the school context. The search presents a qualitative approach, to support and guide the use and the development of cognitive games for mobile technologies. The sample was composed by 50 students aged 810 years from two classes. Those classes participated in guided experiments using the Escola do Cérebro – a system that integrates cognitive electronic games – daily for 20 minutes in a period of 4 weeks. Interventions were observed and recorded continuously and after finishing the experiments, the two teachers of those classes were interviewed and the students participated in a group interview. The results point to the increasing of the student motivation, to the improvement in gaming performance and the improvement of executive functions, in particular the selfcontrol and the attention.
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Copyright (c) 2016 Daniela Karine Ramos, Natália Lorenzetti da Rocha

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