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Using Popular Video Games to Improve
Executive Functions and SEL Skills
 Presented at Serious Games, July
2015
 Randy Kulman, Ph.D.
 randy@learningworksforkids.com
 Twitter @rkulman, @lw4k
Video Games and Learning
 Play = Learning: Psychological perspectives from Piaget,
Elkind, Brown, Gray, Singers
 Play- Test and explore observations, learn about
relationships, cooperation, frustrations, success (SEL)
 Play- How kids learn about expressing selves, restraining
impulses, taking perspectives, imitating, and creating
 Play- learn to plan, think of the future, executive functions
 Digital play = learning: Gee, Squire, organizations such as
Serious Play, Games for Change and Health, University of
Wisconsin
Video Games Make You Smarter-
YouTube
https://www.youtube.com/watch?v=OOsqkQytHOs&list=PLvFsG9gYFxY9Ps
kPZccLwy2IvMsphpEkq&index=4
Specific Games and Learning
 Academics - Reading, math fluency, topical areas
 Cognitive skills - Processing speed, attention abilities
 Job-related skills - e.g., Laparoscopic surgery, military
functions, leadership
 Social-emotional functioning - Social skills
 Executive functions - Working memory, cognitive
flexibility, focusing
Research – Video Games have
Positive Effects on Children.
 Improve processing speed (Green and Bavelier, 2009)
 Improve working memory (Klingberg et al., 2007)
 Increase pro-social behaviors (Gentile et al., 2009) in
children.
 Improve social involvement (Ferguson, 2010)
 Build brain regions Kühn and her colleagues study of
Super Mario Bros, Haier’s Tetris research
 Improve Brain Flexibility with StarCraft
 Rayman Raving Rabbids and Reading Fluency
Research on executive/thinking
skills and positive effecs of video
games
 Increasing Proccessing Speed (Green and
Bavelier 2009)
 Improving Working Memory (Klinberg et al.
2007)
 Increasing Pro-Social Behavior in Children
(Gentile et al 2009)
 Improving Social Involvment (Ferguson,
2010)
 Building Brain Regions (Kuhn and colleagues
study of Tetris)
Hyperlinks Continued…
 Starcraft: Improves Brain Flexability
(Glass et al. 2013)
 Rayman Raving Rabbids: Improves Reading
Fluency (Franceschini, Gori, 2013)
Research - negative impact of
video games on children
 Increasing levels of obesity with screen-based
time, primarily television
 Poor psychological adjustment in kids who play
more than 3 hours per day - Pediatrics report
 Violence and video games - Bushman data
 7 hours 38 minutes per day of digital-media
time - ignoring other activities - Kaiser
Foundation data
 Video game addiction 3- 8% cited-DSM-V
category internet gaming disorder
Social Thinking Skills and Tech
Social Emotional Learning
 Definitions - Learning process to understand and
manage emotions, set and achieve positive goals, and
care and connect with others
 Competencies - Self-awareness, social awareness, self-
management, relationship skills, and responsible
decision making
 Importance in education, work, social relationships
 Why it is important in the context of serious play
 How does it transfer from GBL to RWL (Real World
Learning)
SEL in Game Play
 How it is observed in game play
 Specific SEL skills
 Self-awareness - Game requires one to examine
strengths and weaknesses
 Social awareness - Depend on one another to succeed
and advance
 Connect/relationship skills - Creation of clans, teams,
and guilds
 Manage emotions - Strategies to handle frustration,
promote optimism
 Decision making - How to use new items, powers, tools,
or situations
Executive Functions
 Definitions - Brain-based self-management skills,
neurobiological basis
 EFs as the tool for higher human functioning, “cognitive
command and control center of the brain”
 The cognitive command and control systems of the
brain.
 The CEO of the brain
 The manager, organizer, and coordinator of internal and
external information.
 Capacities that enable independent, purposeful, goal-
directed behavior.
 Critical-thinking and self-regulatory skills
Problems with Working
Memory
Executive Functions Continued
 Task initiation
 Sustained attention
 Task persistence
 Response inhibition
 Affective regulation
 Time management
 Working Memory
 Organization
Organizational Skills Needed
Executive Functions in Game
Play
 Planning- anticipating an enemy attack in a
FPS
 Working Memory- Recall a series of moves in
battle
 Flexibility- Change approach with new levels
 Self- Awareness- learning from mistakes
 Self-Control- controlling frustration to progress
 Organization- manage inventories and
supplies
Research on executive/thinking
skills and video games
 LWK pilot research on differentiated instruction, targeting
areas of EF weakness with video games
 Combination of board and video games improve fluid
reasoning and processing speed (Mackey, 2011)
 Working memory video games improve WM, fluid reasoning
skills (Cogmed ) Intensity/duration
 Computer-based training improves executive attention in
preschoolers (Rueda, 2005)
 Video game-like math and reading programs improve
learning, reduces attention symptoms (Kulman)
 Games (non-video) increase cognitive load - teaching tool by
parents reduces ADHD signs in preschoolers (Halperin, 2012)
 Study on games to improve working memory (Davis, 2011)
How Popular Games and Apps
Improve Executive Functions
 Practice – primarily with games with the
skill is used repeatedly in order to achieve
goals
 Support, primarily apps where a skill is
scaffold by the functionality
 Mastery, primarily apps and games with
built-in generalizability and practice
Minecraft
 EF and SEL skills used
 Flexibility
 Organization
 Time management
 Planning/decision making
 Connect/relationship
Minecraft
Angry Birds Go
 EF and SEL skills used
 Flexibility
 Focus
 Time management
 Working memory
 Manage emotions
IF….. A game made to improve
SEL
IF…
 EF and SEL skills used
 Self-awareness
 Self-control/ manage emotions
 Embedded skills within the game
Cognitive Engagement and Tech
Why use video games, apps, and
digital technologies to improve Efs
 Engaged kids
 Catch them with what they are already doing
 Willing practice
 Sustained attention and effort
 Uses skills (EFs)
that are crucial to
21st century success
 Research support for
games and learning
But Games are Not Enough!!!
 The key to success is effective mediation (can
be done in the game) teaching from the game
 Teachers (including peers, parents, and
embedded instruction) make the connection
between game-based learning and real-world
skills
 Actual learning requires knowledge of the skill,
an understanding of how and when to use it,
and practice across many situations
How well do game-based skills
transfer to the real world?
 It is all about generalization!
 Games alone results in modest improvements
in real-world executive skills
 Children with learning and attention problems
have problems in generalizing strategies
 Games as a teaching tool with mediators
The importance of generalization-
Part 1
 A definition - The ability to take something you’ve
learned in one place and apply it in another place.
 Why it is so important? - It is a key to making
classroom (or home-based) learning into real-world
learning.
 Where does it help children? - Everywhere!
 Generalization insures that individuals can utilize
the skills they have learned in one environment in
various settings, with other people, and with
different materials
Motivated and Attentive to Tech
Generalization, motivation,
metacognition and technology
 Games are social, and learning occurs with
others
 Games foster communication amongst kids
 Games get special needs kids to participate
 Games get kids to think about what they are
doing
 Flow and engagement
 Attention, practice, and effort lead to
generalization
How to make GBL into RWL
 The Sharp Brains model for brain training
1. Train a specific brain-based skill
2. Target area of weakness with specific tools/ tech
3. Make games/ tools adaptive
4. Insure intensity and duration
5. Have long-term maintenance training
6. Include generalization training
The LW4K Model
 Integrate strategic teaching principles
 Explicit goals, partnerships with child, previewing,
engamement, individualization, teachable moments
 Detect, Reflect, Connect
Effective Game-based Learning
 Embedded teaching in games
 Practice in games for real-world skills
 Going outside of the game as a part of the game
 Collaborative game play - learning social skills and
leadership
 Discussion and modding outside of the game
Improving generalization by
building it into the games
 New games such as IF (If You Can)
• For improving social awareness and self-control
skills
 Innovations in technology to create
brain change such as a Akili and
other potential tools
 Cogmed Working Memory training
 Lumosity/ other brain-training tools
 Still very limited, and the critics of
brain training tools are quite vocal
Limitations of using popular games and
technologies to improve executive functions
• Lack of peer-reviewed research
• Difficulty in tracking engagement and progress in the game
and relating it to real-world skills and improvement
• Skills that are practiced may be less focused or lack
intensity and duration
• Extraneous information and objectives that occur within the
game
• Focuses on fun and not skill development
• Attitude of educators and researcher is often negative and
skeptical
• No evidence of generalizability
Thank You
 Contact info:
 Learningworksforkids.com
 www.facebook.com/LearningWorksForKids
 Twitter- @lw4k
 @rkulman
 Pinterest.com/lw4k
 401-515-2006
 randy@learningworksforkids.com

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Randy Kulman - Using Popular Video Games to Improve Executive Functions and SEL Skills

  • 1.
  • 2. Using Popular Video Games to Improve Executive Functions and SEL Skills  Presented at Serious Games, July 2015  Randy Kulman, Ph.D.  randy@learningworksforkids.com  Twitter @rkulman, @lw4k
  • 3. Video Games and Learning  Play = Learning: Psychological perspectives from Piaget, Elkind, Brown, Gray, Singers  Play- Test and explore observations, learn about relationships, cooperation, frustrations, success (SEL)  Play- How kids learn about expressing selves, restraining impulses, taking perspectives, imitating, and creating  Play- learn to plan, think of the future, executive functions  Digital play = learning: Gee, Squire, organizations such as Serious Play, Games for Change and Health, University of Wisconsin
  • 4. Video Games Make You Smarter- YouTube https://www.youtube.com/watch?v=OOsqkQytHOs&list=PLvFsG9gYFxY9Ps kPZccLwy2IvMsphpEkq&index=4
  • 5. Specific Games and Learning  Academics - Reading, math fluency, topical areas  Cognitive skills - Processing speed, attention abilities  Job-related skills - e.g., Laparoscopic surgery, military functions, leadership  Social-emotional functioning - Social skills  Executive functions - Working memory, cognitive flexibility, focusing
  • 6. Research – Video Games have Positive Effects on Children.  Improve processing speed (Green and Bavelier, 2009)  Improve working memory (Klingberg et al., 2007)  Increase pro-social behaviors (Gentile et al., 2009) in children.  Improve social involvement (Ferguson, 2010)  Build brain regions Kühn and her colleagues study of Super Mario Bros, Haier’s Tetris research  Improve Brain Flexibility with StarCraft  Rayman Raving Rabbids and Reading Fluency
  • 7. Research on executive/thinking skills and positive effecs of video games  Increasing Proccessing Speed (Green and Bavelier 2009)  Improving Working Memory (Klinberg et al. 2007)  Increasing Pro-Social Behavior in Children (Gentile et al 2009)  Improving Social Involvment (Ferguson, 2010)  Building Brain Regions (Kuhn and colleagues study of Tetris)
  • 8. Hyperlinks Continued…  Starcraft: Improves Brain Flexability (Glass et al. 2013)  Rayman Raving Rabbids: Improves Reading Fluency (Franceschini, Gori, 2013)
  • 9. Research - negative impact of video games on children  Increasing levels of obesity with screen-based time, primarily television  Poor psychological adjustment in kids who play more than 3 hours per day - Pediatrics report  Violence and video games - Bushman data  7 hours 38 minutes per day of digital-media time - ignoring other activities - Kaiser Foundation data  Video game addiction 3- 8% cited-DSM-V category internet gaming disorder
  • 11. Social Emotional Learning  Definitions - Learning process to understand and manage emotions, set and achieve positive goals, and care and connect with others  Competencies - Self-awareness, social awareness, self- management, relationship skills, and responsible decision making  Importance in education, work, social relationships  Why it is important in the context of serious play  How does it transfer from GBL to RWL (Real World Learning)
  • 12. SEL in Game Play  How it is observed in game play  Specific SEL skills  Self-awareness - Game requires one to examine strengths and weaknesses  Social awareness - Depend on one another to succeed and advance  Connect/relationship skills - Creation of clans, teams, and guilds  Manage emotions - Strategies to handle frustration, promote optimism  Decision making - How to use new items, powers, tools, or situations
  • 13. Executive Functions  Definitions - Brain-based self-management skills, neurobiological basis  EFs as the tool for higher human functioning, “cognitive command and control center of the brain”  The cognitive command and control systems of the brain.  The CEO of the brain  The manager, organizer, and coordinator of internal and external information.  Capacities that enable independent, purposeful, goal- directed behavior.  Critical-thinking and self-regulatory skills
  • 15. Executive Functions Continued  Task initiation  Sustained attention  Task persistence  Response inhibition  Affective regulation  Time management  Working Memory  Organization
  • 17. Executive Functions in Game Play  Planning- anticipating an enemy attack in a FPS  Working Memory- Recall a series of moves in battle  Flexibility- Change approach with new levels  Self- Awareness- learning from mistakes  Self-Control- controlling frustration to progress  Organization- manage inventories and supplies
  • 18. Research on executive/thinking skills and video games  LWK pilot research on differentiated instruction, targeting areas of EF weakness with video games  Combination of board and video games improve fluid reasoning and processing speed (Mackey, 2011)  Working memory video games improve WM, fluid reasoning skills (Cogmed ) Intensity/duration  Computer-based training improves executive attention in preschoolers (Rueda, 2005)  Video game-like math and reading programs improve learning, reduces attention symptoms (Kulman)  Games (non-video) increase cognitive load - teaching tool by parents reduces ADHD signs in preschoolers (Halperin, 2012)  Study on games to improve working memory (Davis, 2011)
  • 19. How Popular Games and Apps Improve Executive Functions  Practice – primarily with games with the skill is used repeatedly in order to achieve goals  Support, primarily apps where a skill is scaffold by the functionality  Mastery, primarily apps and games with built-in generalizability and practice
  • 20. Minecraft  EF and SEL skills used  Flexibility  Organization  Time management  Planning/decision making  Connect/relationship
  • 22. Angry Birds Go  EF and SEL skills used  Flexibility  Focus  Time management  Working memory  Manage emotions
  • 23. IF….. A game made to improve SEL
  • 24. IF…  EF and SEL skills used  Self-awareness  Self-control/ manage emotions  Embedded skills within the game
  • 26. Why use video games, apps, and digital technologies to improve Efs  Engaged kids  Catch them with what they are already doing  Willing practice  Sustained attention and effort  Uses skills (EFs) that are crucial to 21st century success  Research support for games and learning
  • 27. But Games are Not Enough!!!  The key to success is effective mediation (can be done in the game) teaching from the game  Teachers (including peers, parents, and embedded instruction) make the connection between game-based learning and real-world skills  Actual learning requires knowledge of the skill, an understanding of how and when to use it, and practice across many situations
  • 28. How well do game-based skills transfer to the real world?  It is all about generalization!  Games alone results in modest improvements in real-world executive skills  Children with learning and attention problems have problems in generalizing strategies  Games as a teaching tool with mediators
  • 29. The importance of generalization- Part 1  A definition - The ability to take something you’ve learned in one place and apply it in another place.  Why it is so important? - It is a key to making classroom (or home-based) learning into real-world learning.  Where does it help children? - Everywhere!  Generalization insures that individuals can utilize the skills they have learned in one environment in various settings, with other people, and with different materials
  • 31. Generalization, motivation, metacognition and technology  Games are social, and learning occurs with others  Games foster communication amongst kids  Games get special needs kids to participate  Games get kids to think about what they are doing  Flow and engagement  Attention, practice, and effort lead to generalization
  • 32. How to make GBL into RWL  The Sharp Brains model for brain training 1. Train a specific brain-based skill 2. Target area of weakness with specific tools/ tech 3. Make games/ tools adaptive 4. Insure intensity and duration 5. Have long-term maintenance training 6. Include generalization training
  • 33. The LW4K Model  Integrate strategic teaching principles  Explicit goals, partnerships with child, previewing, engamement, individualization, teachable moments  Detect, Reflect, Connect
  • 34. Effective Game-based Learning  Embedded teaching in games  Practice in games for real-world skills  Going outside of the game as a part of the game  Collaborative game play - learning social skills and leadership  Discussion and modding outside of the game
  • 35. Improving generalization by building it into the games  New games such as IF (If You Can) • For improving social awareness and self-control skills  Innovations in technology to create brain change such as a Akili and other potential tools  Cogmed Working Memory training  Lumosity/ other brain-training tools  Still very limited, and the critics of brain training tools are quite vocal
  • 36. Limitations of using popular games and technologies to improve executive functions • Lack of peer-reviewed research • Difficulty in tracking engagement and progress in the game and relating it to real-world skills and improvement • Skills that are practiced may be less focused or lack intensity and duration • Extraneous information and objectives that occur within the game • Focuses on fun and not skill development • Attitude of educators and researcher is often negative and skeptical • No evidence of generalizability
  • 37. Thank You  Contact info:  Learningworksforkids.com  www.facebook.com/LearningWorksForKids  Twitter- @lw4k  @rkulman  Pinterest.com/lw4k  401-515-2006  randy@learningworksforkids.com