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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

Dr. Art Kramer on Why We Need Walking Book Clubs to Enhance Cognitive Fitness and Brain Health

June 25, 2008 by Alvaro Fernandez

Art KramerDr. Arthur Kramer is a Pro­fes­sor in the Uni­ver­si­ty of Illi­nois Depart­ment of Psy­chol­o­gy, the Cam­pus Neu­ro­science Pro­gram, the Beck­man Insti­tute, and the Direc­tor of the Bio­med­ical Imag­ing Cen­ter at the Uni­ver­si­ty of Illinois.

I am hon­ored to inter­view him today.

Dr. Kramer, thank you for your time. Let’ start by try­ing to clar­i­fy some exist­ing mis­con­cep­tions and con­tro­ver­sies. Based on what we know today, and your recent Nature piece (ref­er­enced below), what are the 2–3 key lifestyle habits would you sug­gest to a per­son who wants to delay Alzheimer’s symp­toms and improve over­all brain health?

First, Be Active. Do phys­i­cal exer­cise. Aer­o­bic exer­cise, 30 to 60 min­utes per day 3 days per week, has been shown to have an impact in a vari­ety of exper­i­ments. And you don’t need to do some­thing stren­u­ous: even walk­ing has shown that effect. There are many open ques­tions in terms of spe­cif­ic types of exer­cise, dura­tion, mag­ni­tude of effect but, as we wrote in our recent Nature Reviews Neu­ro­science arti­cle, there is lit­tle doubt that lead­ing a seden­tary life is bad for our cog­ni­tive health. Car­dio­vas­cu­lar exer­cise seems to have a pos­i­tive effect.

Sec­ond, Main­tain Life­long Intel­lec­tu­al Engage­ment. There is abun­dant prospec­tive obser­va­tion­al research show­ing that doing more men­tal­ly stim­u­lat­ing activ­i­ties reduces the risk of devel­op­ing Alzheimer’s symptoms.

Let me add, giv­en all media hype, that no “brain game” in par­tic­u­lar has been shown to have a long-term impact on Alzheimer’s or the main­te­nance of cog­ni­tion across extend­ed peri­ods of time. It is too ear­ly for that-and con­sumers should be aware of that fact. It is true that some com­pa­nies are being more sci­ence-based than oth­ers but, in my view, the con­sumer-ori­ent­ed field is grow­ing faster than the research is.

Ide­al­ly, com­bine both phys­i­cal and men­tal stim­u­la­tion along with social inter­ac­tions. Why not take a good walk with friends to dis­cuss a book? We lead very busy lives, so the more inte­grat­ed and inter­est­ing activ­i­ties are, the more like­ly we will do them.

[Read more…] about Dr. Art Kramer on Why We Need Walk­ing Book Clubs to Enhance Cog­ni­tive Fit­ness and Brain Health

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Filed Under: Brain/ Mental Health, Technology & Innovation Tagged With: ACTIVE-trial, Aerobic-exercise-brain, aging, Air-Traffic-Control, Art-Kramer, biomedical, brain-game, cognition, cognitive, cognitive-enhancement, cognitive-exercise, Cognitive-Training, delay-Alzheimer's, Executive-Functions, Intellectual-Engagement, Learning, Lifelong-learning, Neurogenesis, Neurons, neuroscience, NIH, NIH-toolbox, perception, Psychology, Rise-of-Nations, Space-Fortress, strategy, synapses, training, videogame-brain, What-Works-Clearinghouse, Working-memory

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