Cognitive teleintervention with board games during the pandemic lockdown in school-age children
dc.contributor.author | Vita-Barrull, Nuria | |
dc.contributor.author | Estrada-Plana, Verónica | |
dc.contributor.author | March-Llanes, Jaume | |
dc.contributor.author | Guzmán, Núria | |
dc.contributor.author | Moya Higueras, Jorge | |
dc.contributor.author | Mayoral, María | |
dc.contributor.institution | Escola de Comunicação, Arquitetura, Artes e Tecnologias da Informação | |
dc.date.issued | 2023 | |
dc.description | International Journal of Games and Social Impact | |
dc.description.abstract | Background. Playing modern board games has been linked to cognitive enhancement in children when playing face-to-face. However, because of the SARS-CoV-2, playing in an analog way was difficult. Objective. To test the efficacy of a cognitive intervention program with board games in school-age children (25 Spaniards; 5-12 years) delivered remotely through web conferencing. Methods. We performed a randomized controlled trial with a wait-list control group (n=10) and pre-post testing (updating, inhibition, flexibility, and verbal fluency). The study was preregistered on clinicaltrials.gov (NCT04823338). The experimental group (n=15) played commercialized board games adapted to an online format during 12 sessions. Results and Conclusions. We found higher flexibility and verbal fluency improvements in the experimental than in the control group. We also saw improvements in visuospatial updating solely in the passive control group. Board games played remotely could entail some cognitive benefits, though we found paradigmatic results too. Board games may benefit the most when played face to face. | pt |
dc.description.status | Non peer reviewed | |
dc.format | application/pdf | |
dc.identifier.citation | Vita-Barrull , N , Estrada-Plana , V , March-Llanes , J , Guzmán , N , Moya Higueras , J & Mayoral , M 2023 , ' Cognitive teleintervention with board games during the pandemic lockdown in school-age children ' , International Journal of Games and Social Impact . | |
dc.identifier.issn | 2975-8386 | |
dc.language.iso | eng | |
dc.publisher | Lusofona University | |
dc.relation.ispartof | International Journal of Games and Social Impact | |
dc.rights | openAccess | |
dc.subject | AUDIOVISUAL | |
dc.subject | JOGOS | |
dc.subject | VIDEOJOGOS | |
dc.subject | JOGOS DE TABULEIRO | |
dc.subject | ESTIMULAÇÃO COGNITIVA | |
dc.subject | IMPACTO SOCIAL | |
dc.subject | CRIANÇAS | |
dc.subject | GAMES | |
dc.subject | VIDEO GAMES | |
dc.subject | BOARD GAMES | |
dc.subject | COGNITIVE STIMULATION | |
dc.subject | SOCIAL IMPACT | |
dc.subject | CHILDREN | |
dc.title | Cognitive teleintervention with board games during the pandemic lockdown in school-age children | en |
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