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

Presenter: Randy Kulman, President, LearningWorks for Kids Video games can improve a variety of cognitive skills such as attention, fluid reasoning, and processing speed. Recent studies have also demonstrated how playing selected video games can directly improve executive functioning and social emotional learning skills, keys for problem solving, collaboration, and self control. This presentation will review the research connecting video game play and improvements seen on skills such as cognitive flexibility, working memory, and social awareness. In addition, it will identify dozens of popular games including Minecraft, Portal 2, and Angry Birds where executive and SEL skills are practiced. Then the presentation will identify methods for transforming game-based skills into real world competencies. Specific previewing, metacognitive, and generalization strategies that optimize skill development from game play will be explored. Suggestions for game publishers for modding popular games and embedding generalization strategies in order to improve executive functioning and SEl skills into games will be discussed.

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

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  1. 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

  2. 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

  3. Video Games Make You Smarter- YouTube https://www.youtube.com/watch?v=OOsqkQytHOs&list=PLvFsG9gYFxY9Ps kPZccLwy2IvMsphpEkq&index=4

  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

  5. 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

  6. 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)

  7. Hyperlinks Continued…  Starcraft: Improves Brain Flexability (Glass et al. 2013)  Rayman Raving Rabbids: Improves Reading Fluency (Franceschini, Gori, 2013)

  8. 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

  9. Social Thinking Skills and Tech

  10. 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)

  11. 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

  12. 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

  13. Problems with Working Memory

  14. Executive Functions Continued  Task initiation  Sustained attention  Task persistence  Response inhibition  Affective regulation  Time management  Working Memory  Organization

  15. Organizational Skills Needed

  16. 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

  17. 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)

  18. 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

  19. Minecraft  EF and SEL skills used  Flexibility  Organization  Time management  Planning/decision making  Connect/relationship

  20. Minecraft

  21. Angry Birds Go  EF and SEL skills used  Flexibility  Focus  Time management  Working memory  Manage emotions

  22. IF….. A game made to improve SEL

  23. IF…  EF and SEL skills used  Self-awareness  Self-control/ manage emotions  Embedded skills within the game

  24. Cognitive Engagement and Tech

  25. 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 21stcentury success  Research support for games and learning

  26. 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

  27. 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

  28. 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

  29. Motivated and Attentive to Tech

  30. 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

  31. How to make GBL into RWL  The Sharp Brains model for brain training Train a specific brain-based skill Target area of weakness with specific tools/ tech Make games/ tools adaptive Insure intensity and duration Have long-term maintenance training Include generalization training 1. 2. 3. 4. 5. 6.

  32. The LW4K Model  Integrate strategic teaching principles  Explicit goals, partnerships with child, previewing, engamement, individualization, teachable moments  Detect, Reflect, Connect

  33. 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

  34. 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

  35. 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

  36. 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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