Name:
Publisher version
View Source
Access full-text PDFOpen Access
View Source
Check access options
Check access options
Authors
Junttila, KatjaSmolander, Anna-Riikka
Karhila, Reima
Giannakopoulou, Anastasia
Uther, Maria
Kurimo, Mikko
Ylinen, Sari
Affiliation
University of HelsinkiTampere University
University of Bedfordshire
University of Wolverhampton
Aalto University
Issue Date
2022-04-26Subjects
digital game-based learninggaming
automatic speech recognition
foreign-language learning
Subject Categories::C812 Educational Psychology
Metadata
Show full item recordAbstract
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.Citation
Junttila K, Smolander AR, Karhila R, Giannakopoulou A, Uther M, Kurimo M, Ylinen S (2022) 'Gaming enhances learning-induced plastic changes in the brain', Brain and Language, 230 (July 2022), pp.105124-.Publisher
ElsevierJournal
Brain and LanguagePubMed ID
35487084Additional Links
https://www.sciencedirect.com/science/article/pii/S0093934X22000542Type
ArticleLanguage
enISSN
0093-934XEISSN
1090-2155Sponsors
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.ae974a485f413a2113503eed53cd6c53
10.1016/j.bandl.2022.105124
Scopus Count
Collections
The following license files are associated with this item:
- Creative Commons
Except where otherwise noted, this item's license is described as Green - can archive pre-print and post-print or publisher's version/PDF
Related articles
- Native and non-native speech sound processing and the neural mismatch responses: A longitudinal study on classroom-based foreign language learning.
- Authors: Jost LB, Eberhard-Moscicka AK, Pleisch G, Heusser V, Brandeis D, Zevin JD, Maurer U
- Issue date: 2015 Jun
- Past Gaming Experience and Cognition as Selective Predictors of Novel Game Learning Across Different Gaming Genres.
- Authors: Smith ET, Bhaskar B, Hinerman A, Basak C
- Issue date: 2020
- Digital Gaming for Improving the Functioning of People With Traumatic Brain Injury: Randomized Clinical Feasibility Study.
- Authors: Välimäki M, Mishina K, Kaakinen JK, Holm SK, Vahlo J, Kirjonen M, Pekurinen V, Tenovuo O, Korkeila J, Hämäläinen H, Sarajuuri J, Rantanen P, Orenius T, Koponen A
- Issue date: 2018 Mar 19
- Electrophysiological and phonological change detection measures of auditory word processing in normal Persian-speaking children.
- Authors: Ziatabar Ahmadi SZ, Mahmoudian S, Ashayeri H, Allaeddini F, Farhadi M
- Issue date: 2016 Nov
- Problematic Gaming Behavior Among Finnish Junior High School Students: Relation to Socio-Demographics and Gaming Behavior Characteristics.
- Authors: Männikkö N, Ruotsalainen H, Demetrovics Z, Lopez-Fernandez O, Myllymäki L, Miettunen J, Kääriäinen M
- Issue date: 2018 Oct-Dec