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angry birds

From Angry Birds to brain mapping: The Gamification of Neuroscience

June 11, 2018 by SharpBrains

Mouse Reti­nal Neu­rons (Type 25), per Eye­Wire Museum

___

A Quar­ter Mil­lion Gamers Helped Build This Incred­i­bly Detailed Map of the Brain (Sin­gu­lar­i­ty­Hub):

“In 2012, when Angry Birds was in its prime, Seung had an inspiration.

“What if,” he won­dered, “we could cap­ture even a small frac­tion of the men­tal effort that goes into Angry Birds (for brain map­ping)? Think of what we could do.” [Read more…] about From Angry Birds to brain map­ping: The Gam­i­fi­ca­tion of Neuroscience

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Filed Under: Technology & Innovation Tagged With: AI, angry birds, brain mapping, Connectome, deep learning, digital, EyeWire, game, mental effort

Study: Why Super Mario 3D World may train your brain better than Angry Birds

December 9, 2015 by SharpBrains

Stark_151124_01_1500_szPlay­ing 3‑D video games can boost mem­o­ry for­ma­tion, UCI study finds (UCI News):

“…Craig Stark and Dane Clemen­son of UCI’s Cen­ter for the Neu­ro­bi­ol­o­gy of Learn­ing & Mem­o­ry recruit­ed non-gamer col­lege stu­dents to play either a video game with a pas­sive, two-dimen­sion­al envi­ron­ment (“Angry Birds”) or one with an intri­cate, 3‑D set­ting (“Super Mario 3D World”) for 30 min­utes per day over two weeks. [Read more…] about Study: Why Super Mario 3D World may train your brain bet­ter than Angry Birds

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Filed Under: Brain/ Mental Health, Education & Lifelong Learning, Technology & Innovation Tagged With: 3-D, angry birds, brain training programs, Brain-Training, cognition, cognitive, cognitive-deficits, college students, dana-foundation, hippocampus, Learning, memory, memory-test, neurobiology, neuroplasticity, Super Mario 3D World, video-game

Q&A with Yaakov Stern on Brain Reserve, Exercise, Cognitive Training, Angry Birds, YMCA and more

February 14, 2012 by Alvaro Fernandez

I just had the chance to dis­cuss lat­est neu­ro­sci­en­tif­ic research and think­ing with Dr. Yaakov Stern, one of the lead­ing sci­en­tists study­ing how to build a neu­ro­pro­tec­tive cog­ni­tive reserve across the lifes­pan. Dr. Stern leads the Cog­ni­tive Neu­ro­science Divi­sion at the Colum­bia Uni­ver­si­ty Sergievsky Cen­ter. What fol­lows is a Q&A ses­sion con­duct­ed via email over the last week.

Alvaro Fer­nan­dez: What do you make of the recent study “Asso­ci­a­tion of Life­time Cog­ni­tive Engage­ment and Low ?-Amy­loid Depo­si­tion”? 

Yaakov Stern: I find these results very intrigu­ing. The con­cept of cog­ni­tive reserve posits that [Read more…] about Q&A with Yaakov Stern on Brain Reserve, Exer­cise, Cog­ni­tive Train­ing, Angry Birds, YMCA and more

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Filed Under: Brain/ Mental Health Tagged With: Alzheimers-disease, angry birds, cognitive-reserve, Cognitive-Training, exercise, hippocampus, Neurogenesis, Space-Fortress, videogames, YMCA

Learning with Video Games: A Revolution in Education and Training?

July 29, 2011 by Marshall Weinstein

In recent years, we have wit­nessed the begin­nings of a rev­o­lu­tion in edu­ca­tion.  Tech­nol­o­gy has fun­da­men­tal­ly altered the way we do many things in dai­ly life, but it is just start­ing to make head­way in chang­ing the way we teach.  Just as tele­vi­sion shows like Sesame Street enhanced the pas­sive learn­ing of infor­ma­tion for kids by teach­ing in a fun for­mat, elec­tron­ic games offer to great­ly enhance the way kids and adults are taught by active­ly engag­ing them in the process. [Read more…] about Learn­ing with Video Games: A Rev­o­lu­tion in Edu­ca­tion and Training?

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Filed Under: Education & Lifelong Learning Tagged With: angry birds, Anne McLaughlin, attention, brain, Brain-exercises, Cheryl-Olson, classroom, cognitive effects, computer-games, dyslexia, Education & Lifelong Learning, electronic games, Eric Klopfer, EVOKE, Fast-ForWord, games, Gaming, human-brain, information, Johns-Hopkins-University, Learning, learning deficits, Learning styles, malleable, memory, Michael-Merzenich, multitasking, neuroplasticity, neuroscience, PISA, probabilistic inference, Psychology, Rise-of-Nations, Second Life, Sesame Street, software, speed-of-processing, strategy, strategy video game, technology, technology integration, transfer effects, videogames, virtual environment, visual-attention, World of Warcraft

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