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Accepted Manuscript: Contemporary Educational Psychology
Accepted Manuscript: Contemporary Educational Psychology
PII: S0361-476X(17)30315-6
DOI: http://dx.doi.org/10.1016/j.cedpsych.2017.07.002
Reference: YCEPS 1634
Please cite this article as: Parong, J., Mayer, R.E., Fiorella, L., MacNamara, A., Homer, B., Plass, J., Learning
Executive Function Skills by Playing Focused Video Games, Contemporary Educational Psychology (2017), doi:
http://dx.doi.org/10.1016/j.cedpsych.2017.07.002
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LEARNING BY PLAYING GAMES 1
Jocelyn Parong
Richard E. Mayer
Logan Fiorella
University of Georgia
Andrew MacNamara
Bruce Homer
Jan Plass
Abstract
The objective of the present study was to determine whether it is possible to design a video game
that could help students improve their executive function skill of shifting between competing
tasks, and the conditions under which playing the game would lead to improvements on
cognitive tests of shifting. College students played a custom video game, Alien Game, which
required the executive function skill of shifting between competing tasks. When students played
for 2 hours over 4 sessions they developed significantly better performance on cognitive shifting
tests compared to a control group that played a different game (d = 0.62), but not when they
played for 1 hour over 2 sessions. Students who played Alien Game at a high level of challenge
(i.e., reaching a high level in the game) developed significantly better performance on cognitive
shifting tests compared to controls when they played for 2 hours (Experiment 1, d = 1.44), but
not when they played for 1 hour (Experiment 2). Experiment 3 replicated the results of
Experiment 1 using an inactive control group, showing that playing Alien Game for 2 hours
resulted in significant improvements in shifting skills (d = 0.78). Results show the effectiveness
of playing a custom-made game that focuses on a specific executive function skill for sufficient
time at an appropriate level of challenge. Results support the specific transfer of general skills
theory, in which practice of a cognitive skill in a game context transferred to performance on the
Keywords: video games, serious games, computer games, executive function, cognitive training
LEARNING BY PLAYING GAMES 3
1. Introduction
1.1. Objectives
The goal of the present study was to determine the instructional effectiveness of a custom-
designed video game—Alien Game—intended to improve the executive function skill of shifting
between competing tasks. Executive function refers to cognitive skills for managing one’s
cognitive processing, and shifting, or task switching is a type of executive function skill that is
the focus of this study. We sought to determine the conditions under which playing Alien Game
leads to improvements in shifting skill. Shifting skill is the ability to change from one cognitive
task to another with minimum disruption, such as changing from sorting objects based on shape
to sorting based on color, or from sorting letter number pairs on the basis of the letter
game originally intended for entertainment, we developed a focused video game that requires
players to repeatedly engage in task switching at increasing levels of challenge within a varied
game environment. Because this game was designed with the specific goal of improving an
executive function (EF) skill, and because our design process employed principles from
Evidence Centered Design (Mislevy, Almond, & Lukas, 2003), we have reason to expect this
game to be more effective than games not designed for this purpose or games that were designed
1.2. Rationale
Executive function (EF) is the set of cognitive processes used for effortful, controlled,
goal-directed thinking and behavior (Banich, 2009; Best, 2012). In short, EF skills serve to
manage one’s cognitive processing aimed at achieving a goal. EF skills are not only important
LEARNING BY PLAYING GAMES 4
for everyday activities, but they also have critical academic implications because they predict
comprised of three closely related, but distinguishable component skills: shifting, (i.e., switching
from one task to another), updating (i.e., keeping track of multiple events), and inhibition (i.e.,
not attending to irrelevant features), all three of which are fundamental in a classroom setting
(Miyake, Friedman, Emerson, Witzki, & Howerter, 2000). For this reason, we consider EF skills
Many strong claims are made for the potential of games to revolutionize education. For
example, visionaries have said that “kids learn more positive, useful things for their future from
their video games than they learn in school” (Prensky, 2006, p. 4); “the key to solving the current
crisis in education will be to use the power of computer and video games to give all children
access to experiences and build interest and understanding” (Shaffer, 2006, p. 67); and “good
games are problem-solving spaces that create deep learning, learning that is better than what we
often see today in our schools” (Gee, 2007, p. 10). In support of these claims, however, they
In contrast, game researchers offer a more cautious assessment of the research base on
computer games for learning. For example, research reviews conclude: “Many strong claims are
made for the educational value of computer games, but there is little strong empirical evidence to
back up those claims” (Mayer, 2011a, p. 281); “...there is relatively little research evidence on
the effectiveness of simulations and games for learning” (Honey & Hilton, 2011, p. 21); “...there
is considerably more enthusiasm for describing the affordances of games and their motivating
properties than for conducting research to demonstrate that those affordances are used to attain
instructional aims...This would be a good time to shelve the rhetoric about games and divert
LEARNING BY PLAYING GAMES 5
those energies to conducting needed research” (Tobias, Fletcher, Dai, & Wind, 2011, p. 206);
and “While effectiveness of game environments can be documented in terms of intensity and
longevity of engagement ... as well as the commercial success of the games, there is much less
solid empirical information about what outcomes are systematically achieved by the use of
individual and multiplayer games to train participants in acquiring knowledge and skills. Further,
there is almost no guidance for game designers and developers on how to design games that
Our approach is to close the gap between strong claims and weak evidence for the value
of educational games by focusing on the use of games to foster specific cognitive skills, the area
in which game research findings to date are the most encouraging. There is promising evidence
that playing certain action video games can improve perceptual attention skills (Green &
Bavelier, 2003; Feng, Spence, & Pratt, 2007; Mayer, 2014). For example, playing a first-person
measures such as useful field of view (Green & Bavelier, 2006a), enumeration (Green &
Bavelier, 2006b), and contrast sensitivity (Li, Polat, Makous, & Bavelier, 2009) as compared to
playing a puzzle game or simulation game. There is also promising evidence that playing certain
games can improve spatial cognition skills. For example, several studies showed that playing the
puzzle game Tetris resulted in improvements in spatial cognition skills such as 2D mental
rotation (DeLisi & Woolford, 2002; Okagaki & Frensch, 1994; Sims & Mayer, 2002;
Subrahmanyan & Greenfield, 1994) and 3D mental rotation (Okagaki & Frensch, 1994; Terlecki
et al., 2008), although in some cases the effects were weak or did not transfer to rotation of new
shapes. However, there is not substantial evidence for learning of other cognitive skills through
Though research on learning EF skills with games is minimal and most studies do not
report strong effects (Mayer, 2014), there is some promising evidence. For example, Green,
Sugarman, Medford, Klobusicky, and Bavelier (2012) found that playing the first-person shooter
game Unreal Tournament resulted in improvements in task-switching speed, and Whitlock et al.,
(2012) found that playing the massive multi-player role-playing game World of Warcraft
improved performance on the Stroop task in older adults as compared to playing non-action
games. Similarly, Bialystok (2006) found video game play to be related to faster performance on
a number of executive control tasks. In light of these and related results, there is reason to pursue
a plan of optimizing mini-games for teaching specific subskills associated with EF. The rationale
for designing mini-games that focus on specific executive function skills is that most off-the-
shelf games do not target these skills. Off-the-shelf games were designed mainly for
entertainment rather than cognitive training. Therefore, in this study we examine whether it
might be possible to design a game that is fun to play--like off-the-shelf games--and helps
games. In this way, our study takes a scientific approach to testing claims about the effectiveness
of games for learning, particularly for helping students improve on educationally- relevant
cognitive skills.
attention skills (Anderson & Bavelier, 2011; Green, 2014; Mayer, 2014), research on games for
teaching EF skills is in its infancy. Evidence for how video game play affects EF has been
mixed. While some research has shown negligible effects of video game play on EF skills
(Powers, Brooks, Aldrich, Palladino, & Alfieri, 2013), other research has shown that video game
LEARNING BY PLAYING GAMES 7
play can enhance shifting abilities (Mayer, 2014). Arcade-style games and games designed for
the Wii platform yield significant training effects on some EF skills (Powers & Brooks, 2014).
For the shifting component of EF, video games that are cognitively engaging, such as
action or strategy games, require players to constantly shift from one set of relevant instructions
to another. For example, in some first-person shooter games, a player must respond to a certain
enemy with one action and to another enemy with a different action, which trains the shifting
component of EF (Best, 2014). The improvement in shifting within the video game may then
Some experimental studies have provided support for the notion that video game play can
enhance shifting skill, but the amount of game play was substantial. For example, participants
trained in 50 hours of two action shooter video games, Unreal Tournament 2004 and Call of
Duty 2, showed improvements in shifting compared to training in a control game, The Sims 2
(Green et al., 2012). In another study, Basak, Boot, Voss, and Kramer (2008) found that
participants trained in a strategy game, Rise of Nations, for 23.5 hours improved on a task
switching assessment compared to a no-video game control group. In the present study, we
provide concentrated practice on shifting skills in a variety of game contexts and with increasing
might be impractical for many learners. Experiments 1 and 2 are identical except that
participants played for 2 hours across 4 sessions in Experiment 1, and they played for 1 hour
across 2 sessions in Experiment 2. In Experiment 3, participants also played for 2 hours, but
Transfer of cognitive skill refers to the effects of past learning on one’s ability to apply a
skill to new tasks (Mayer, 1987; Mayer & Wittrock, 1996; Pellegrino & Hilton, 2012).
Traditionally, theories of transfer have been divided into specific transfer—the idea that prior
learning of a skill on one task can affect performance on new tasks to the extent that the tasks
have identical elements in common (Thorndike, 2006; Thorndike & Woodworth, 1901)—and
general transfer—the idea that learning one skill will result in improvements on tasks requiring
unrelated skills by improving the mind in general (Singley & Anderson, 1989). Research
spanning more than 100 years repeatedly shows strong evidence for specific transfer but not for
general transfer (Mayer & Wittrock, 1996; Pellegrino & Hilton, 2012; Singley & Anderson,
1989). One explanation, based on research in expert skill performance (e.g., Ericsson, Charness,
Feltovich, & Hoffman, 2006; Singley & Anderson, 1989) is that skilled performance depends on
Given that education often is seen as an attempt to improve one’s ability to apply what
one has learned to new situations, scholars and researchers over the years have sought to
determine ways to promote learning that goes beyond specific transfer (Pellegrino & Hilton,
2012; Sims & Mayer, 2002). In this study, we examine a third view of transfer of cognitive skill,
the cognitive theory of specific transfer of general skills, which posits that a cognitive skill
trained in one situation can be applied to another situation that requires the same general skill
(Mayer, 2014). The idea that learning a skill in a broad way can lead to transfer on other tasks
requiring the same general skill or principle has its roots in early research on skill transfer dating
back to Judd (1908) and on meaningful learning of procedures inspired by the Gestalt
psychologists (Katona, 1940; Wertheimer, 1945), and is the basis for what can be called
LEARNING BY PLAYING GAMES 9
transferable knowledge (Pellegrino & Hilton, 2012). In applying the cognitive theory of specific
transfer of general skills to game-based training, we seek to test the proposal that appropriately
designed video games can allow players to practice and train a cognitive skill within a game and
then apply it to new contexts outside the game that also specifically require that cognitive skill
(Mayer, 2014). In the present study, we designed a game that required players to repeatedly
exercise the executive function skill of shifting at increasing levels of challenge and in varying
game contexts with clear feedback, as recommended by Anderson and Bavelier (2011). If the
game is successful in promoting specific transfer of general skill, we expect Alien Game players
will show improvements on tasks requiring shifting outside of the game context—such as on
cognitive tests of shifting—as compared to participants who play a game that does not require
shifting.
Although research on training and transfer of cognitive skills has a long and somewhat
disappointing history in educational psychology and cognitive psychology (Pellegrino & Hilton,
2012), more recently the search for transferable cognitive skill training has expanded to include
the potential of video games (Anderson & Bavelier, 2011; Green, 2014; Lieberman, Biely, Thai,
& Peinado, 2014). As noted by Powers and Brooks (2014, p. 302), however, the criterion by
which to judge the efficacy of video games as vehicles for cognitive skill training concerns the
degree to which skills learned in a game context can be applied successfully in non-game
contexts: “a critical question for application of video games to professional training, education,
or rehabilitation is the extent to which skills enhanced through video game play transfer to tasks
An important distinction within the theory of specific transfer of general skill can be
drawn between near transfer—applying the learned skill in similar contexts (such as applying a
LEARNING BY PLAYING GAMES 10
skill learned in a game to performance on classic cognitive tests requiring the same skill)—and
far transfer—applying the learned skill in dissimilar contexts (such as applying a skill learned in
a game to performance on an academic task requiring the same skill; Lieberman, et al., 2014;
Mayer, 2014). Thus, in applying the theory of specific transfer of general skill to game-based
training, we can search for a chain of transfer effects in which exercising a skill in a game
context can cause (1) an improvement on cognitive tests requiring the same skill (near transfer to
a similar but non-game context), and (2) an improvement on academic tasks requiring the same
skill (far transfer to a dissimilar and non-game context). In the present study, we focus on the
first link in this proposed causal chain of the game-based theory of specific transfer of general
context—as a first step in investigating the efficacy of games as vehicles for training
educationally-relevant cognitive skills. Given the long-standing lack of support for general
transfer, we do not also examine the link between learning one skill in a game and subsequent
1.5 Predictions
In the present study, we compare posttest scores (and gains scores) on shifting skills for
students who are assigned to play a game intended to promote shifting skill (Alien Game group)
versus students who play a game unrelated to shifting skill (Bookworm group). Alien Game
requires players to respond to aliens who appear on the screen by shooting up food or drink
based on rules, such as red aliens need food and blue aliens need drink. The rules continually
change throughout the game, requiring the player to shift criteria for shooting up food or drink.
This requires the player to continually monitor the status of the screen and to alter response
contingencies when change is required. Thus, Alien Game is intended to give players practice in
LEARNING BY PLAYING GAMES 11
task switching. In contrast, Bookworm is a word search game that does not require task
switching. We chose Bookworm as the control because it is a game that does not involve shifting,
it is somewhat similar in on-screen appearance as Alien Game, and participants found word
search games to be challenging in previous research (Adams, Pilegard, & Mayer, 2016).
We measure transfer of switching skill through versions of two cognitive tasks in non-
game contexts-- the dimensional change card sort task (DCCS) and the letter-number task (LN).
In the DCCS, participants are given objects (e.g., blue truck) to sort based either on color (e.g.,
yellow or blue) or type of object (e.g., truck or ball). In the letter-number task, participants must
judge whether a presented letter-number pair contains a vowel or a consonant on some trials and
whether it contains an even or odd number on other trials. Switching cost is determined by
subtracting the time (or accuracy) to make a judgment that is based on a different rule as the
previous trial from the time (or accuracy) to make a judgment that is based on the same rule as
the previous trial, with greater switching cost indicating poorer switching skill. We recognize
that we are setting a rather low bar for transfer of switching skill by using measures that require
the same skill (being able to rapidly and accurately shift from one rule to another) as in the game,
but in a non-game cognitive task. This research can be considered an initial step in determining
whether a skill exercised in a game can transfer to non-game environments that require the same
skill but do not have the same surface features as the game.
According to the specific transfer of general skill hypothesis, we predict the Alien Game
group will show greater posttest scores (and gain scores) on cognitive tests of switching than the
Bookworm group. In contrast, the specific transfer hypothesis predicts no difference between the
groups.
LEARNING BY PLAYING GAMES 12
2. Method
2. 1. Experiment 1
In Experiment 1, the participants were 45 undergraduate students (26 women, ages 18-24;
M = 19.67, SD = 1.50) from the University of California, Santa Barbara. Twenty-six participants
were assigned to the experimental group, which played Alien Game, and 19 were assigned to the
2.1.2. Procedure
website and were paid $40 for their participation. Participants were tested individually in
cubicles containing a computer workstation in a lab setting. First, the experimenter explained the
study and obtained informed consent from all participants. Participants were randomly assigned
to play one of two video games: Alien Game (experimental group) or Bookworm (control group).
In the course of four sessions spread over 2 weeks, participants completed a pretest of 2
cognitive assessments, engaged in 2 hours of video game play of either Alien Game or
Bookworm, completed a posttest of the same 2 cognitive assessments, and took a demographic
questionnaire. The first session included the pretest and 30 minutes of game play. The second
and third sessions each included 30 minutes of gameplay, and the fourth session included 30
minutes of game play, followed by the posttest and the participant questionnaire. We followed
standards for ethical treatment of human subjects and obtained IRB approval for the study.
2.1.3. Materials
The materials consisted of two cognitive skill assessments, two computer games, and a
computer-based participant questionnaire, all administered online through a website created for
LEARNING BY PLAYING GAMES 13
the experiment. Two computer-based cognitive assessments measuring the shifting component of
executive function, the Dimensional Change Card Sort test (DCCS) and Letter-Number task
(LN), were used in both the pretest and posttest. As shown in Figure 1, in the DCCS (Zelazo,
2006), participants were prompted with the word color or shape and then presented with an
object (e.g., a blue or yellow tennis ball or truck). When the word color was presented, the
participant pressed a key to indicate whether the object was blue or yellow. When the word
shape was presented, the participants pressed a key to indicate whether the object was a tennis
ball or truck. Task switching skill was required when the word presented changed from color to
shape or vice versa. The test-retest reliabilities for the DCCS among children aged 3 to 15 years
were high (ICCs = .90–.94; Beck, Schafer, Pang, & Carlson, 2011; Zelazo, Anderson, Richler,
Wallner-Allen, & Beaumont, 2013). Among adults, there was also excellent test-retest reliability
(ICCs = .71-.87) and convergent validity as it correlated with the NIH Toolbox Flanker task
As shown in Figure 2, in the LN task (Miyake et al. 2000), participants were presented
with a letter-number pair (e.g. G6) in one of four quadrants. When the letter-number pair was
presented in the top two quadrants, the participant decided if the number was odd (1, 3, 5, or 7)
or even (2, 4, 6, or 8) and pressed a keyboard key accordingly. When the letter-number pair was
presented in the bottom two quadrants, the participants decided if the letter was a vowel (A, E, I,
presented with letter-number pairs in a clockwise pattern starting in the top left quadrant. The
bottom right and top left quadrants required a shift in task (i.e., were switch trials), whereas the
bottom left and top right quadrants did not (i.e., were non-switch trials). The reliability estimate
for the letter-number task, .91, was high, which was calculated by adjusting split-half (odd–even)
LEARNING BY PLAYING GAMES 14
As shown in Figure 3, Alien Game presented participants with aliens, who were either
thirsty or hungry, falling from the top of the screen. The narrative of the game stated, “Welcome
Space Ranger! The aliens on this strange planet have been waiting for your ship to arrive. Some
of the aliens are very hungry, and some are very thirsty. Good thing you have plenty of food and
drinks on board of your ship to give them. Right now, red aliens are thirsty, and blue aliens are
hungry. Your job as space ranger is to take care of the aliens and give them exactly what they
want [ ... ] Be careful, This is a strange planet and rules are always changing. [...]” The player’s
job was to satisfy the aliens’ thirst and hunger by shooting up food and drinks from a dispenser at
the bottom of the screen. Players were instructed that aliens were hungry or thirsty depending on
two properties of the aliens, their color and/or number of eyes (e.g., red aliens are hungry and
blue aliens are thirsty), but that they often changed their minds as indicated by a change of rules
to follow (e.g.. “Now blue aliens are hungry and red aliens are thirsty”). Another kind of switch
occurred when the rule changed based on a different property of the aliens (e.g., a rule based on
number of eyes rather than color). The game difficulty increased with increasing levels, which
involved more complex rules, higher accuracy requirements, and higher speed. Points were
awarded for each alien fed correctly, and subtracted for each alien fed incorrectly. The game
recorded in a user log for each player how many aliens were fed correctly, how many were fed
incorrectly, and how many were missed altogether. In addition, the game recorded which level
the player achieved. The game is available at the following URL [ blinded for review ].
As shown in Figure 4, Bookworm (Pop Cap Games, 2001) was a word search game in
which participants created letter chains to form words among letter tiles on the screen. Words
could be created in any direction as long as the letter tiles were adjacent to the previous letter.
LEARNING BY PLAYING GAMES 15
This same basic rule was applied to all levels of the game. When a word was found, the tiles
disappeared, the remaining tiles shifted down into their spots, and new tiles appeared at the top.
Each word was awarded a number of points, and longer and less commonly used words earned
more points. The objective of the game was to create words until the player earned enough points
required to pass each level. As the levels progressed, the point requirements increased, and
certain letter tiles were required in creating a word. If the indicated tile was not used within a
The participant questionnaire solicited information in the participant’s age, gender, and
2.1.4. Apparatus
All materials were presented to participants on iMac or Dell computers, with 20-inch
color screens.
2.2. Experiment 2
In Experiment 2, the participants were 49 undergraduate students (37 women, ages 18-35;
participants were randomly assigned to the Alien Game group, and 24 were randomly assigned to
the Bookworm group. Participants signed up for a two-part experiment via an online subject
recruitment website and were paid $20 for their participation. The second experiment followed
the same procedure and used the same materials and apparatus as the first experiment, except
participants completed only 1 hour of training across two sessions over a week. The first session
included the cognitive pretest and 30 minutes of game play. The second session included 30
3. Results
3.1 Scoring
The DCCS was scored according to the NIH Toolbox guidelines from a range of 0 to 10,
with up to 5 points for accuracy and up to 5 points for reaction time. Higher scores indicated
better performance. In the LN task, a switch cost was calculated as an index of shifting ability.
The switch cost was calculated by subtracting the average correct reaction times of the non-shift
trials from the average correct reaction times of the shift trials. Lower switch costs indicated
better performance. To determine the educational impact of game playing, we calculated Cohen's
d (Cohen. 1988) as our measure of effect size. Cohen (1988) suggested that an effect size of .2 is
small, .5 is medium, and .8 is large. Consistent with Hattie (2009), we consider effect sizes
greater than d = .40 to be educationally important, and consistent with Cohen (1988) we consider
The first step was to determine whether the groups were equivalent on basic
characteristics. In Experiments 1 and 2, participants in the Alien Game group and Bookworm
group did not differ significantly (at p < .05 based on a t-test) in their age, average video game
play reported per week, mean DCCS pretest score, mean LN pretest score, and pretest reaction
times on the non-switch trials in the LN task. The groups also did not differ significantly (at p <
.05 based on a chi-square test) in the proportion of men and women. We conclude that the groups
According to the specific transfer of a general skill theory, the Alien Game group should
do better on the DCCS and LN tasks than the Bookworm group. The top two portions of Table 1
LEARNING BY PLAYING GAMES 17
show the means and standard deviations of the two groups on the two cognitive tests. ANCOVAs
were run on the posttest scores of the DCCS and LN, with respective pretest scores as a
covariate, for each experiment. In the first experiment, the Alien Game group performed
significantly better than the Bookworm group on the LN task, F(1,42) = 7.15, p = .011, d = 0.82,
but the difference did not reach statistical significance on the DCCS, F(1,42) = 0.47, p = .498, d
= .08. We conclude that playing the Alien Game for 2 hours produced significant effects with a
large effect size on one of two cognitive measures of task switching. One reason the DCCS did
not yield significant results may be that it was designed for use with children, so it may not be as
highly sensitive for the college students which is exacerbated by not having a large sample size.
In the second experiment, the Alien Game group and the Bookworm group did not differ
significantly on the DCCS, F(1,46) = 3.79, p = .058, d = 0.41, or the LN task, F(1,46) = 1.14, p =
.291, d = .07. We are not able to conclude that playing the Alien Game for 1 hour produced
strong and significant effects on cognitive measures, although the effect size greater than .4 on
In order to test the hypothesis combining all the available data, we created a composite
shifting score for each player by adding the standardized score on the DCCS to the standardized
score on the LN and dividing by 2. We created the composite score in order to maximize the
power available in the data set to test the hypothesis, because the Alien Game group
outperformed the Bookworm group on both tests, and because we had no theoretical reason to
investigate the two switching tests separately. The mean composite shifting score and standard
deviation on the posttest for each group in each experiment is shown in the bottom portion of
Table 1. For Experiment 1, an ANCOVA with composite pretest score as the covariate showed
that the Alien Game group achieved a significantly higher composite shifting score on the
LEARNING BY PLAYING GAMES 18
posttest than the Bookworm group, F(1,42) = 6.55, p = .014 d = 0.54. Not only is the effect of
game playing statistically significant (at the .05 level), it also produced a sufficiently large effect
size (i.e., greater than .4) to be considered educationally relevant. For Experiment 2, an
ANCOVA with composite pretest score as the covariate showed no significant difference
between the groups on composite shifting score on the posttest, F(1,46) = 0.63, p = .432. We are
not able to conclude that playing the Alien Game for one hour causes a substantial improvement
in task switching skill. The same pattern of significant results was obtained for ANCOVAs on
1
gains scores (i.e., posttest score – pretest score) with pretest as a covariate . Overall, these results
provide support for the hypothesis that playing the Alien Game improves shifting ability, at least
Finally, we examined whether the effects of game playing might be strong for players
who reached high levels in the Alien Game, suggesting they played at a high level of challenge.
The role of game performance in training of shifting ability was examined by using a median
split on the level reached in Alien Game during the training period, with students above the
compare the high performance Alien Game group and the Bookworm group on their scores on the
DCCS and LN tasks. The two portions of Table 2 show the means and standard deviations of
these groups in each of the two experiments. In the first experiment, the high Alien Game group
significantly outperformed the Bookworm group on the LN task, F(1,30) = 6.31, p = .018, d =
1.08, but the difference did not reach statistical significance on the DCCS, F(1,30) = 3.75, p =
.072, d = 1.04. In the second experiment, the high Alien Game group did not outperform the
Bookworm group significantly on the DCCS task, F(1,36) = 2.61, p = .115, or the LN task, F =
0.15, p = .696. As shown in the bottom row of Table 2, using composite scores, an ANCOVA
LEARNING BY PLAYING GAMES 19
with pretest scores as a covariate showed that the high Alien Game group did significantly better
than the Bookworm group in Experiment 1, F(1,30) = 10.63, p = .003, d = 1.44, but not in
Experiment 2, F(1,36) = 0.59, p = .446. The same pattern of significant results was obtained for
2
ANCOVAs on gains scores (i.e. posttest score – pretest score) with pretest as a covariate . Thus,
the effectiveness of game playing is strong when we focus on students who play for a sufficient
4. Experiment 3
A primary goal of Experiment 3 was to test whether the results of Experiment 1 could be
executive function skills by students who played Alien Game for 2 hours over 4 sessions versus
those in an inactive control group who did not play Alien Game. Replication is recognized as one
of the six principles for conducting educational research (Shavelson & Towne, 2002), and is
interventions (Hattie, 2009) and in light of the conversation about the so-called "crisis of
A secondary goal was to conduct a value-added study comparing the gains in targeted
executive skills by students whom played the base version of Alien Game versus those who
played an enhanced version that presented screens that stated performance goals before each
4.1 Method
mean age of 19.87 years (SD = 1.59) and 62 of the participants being women. Thirty-one
participants were assigned to the no goals group, which was identical to the Alien Game group in
Experiment 1, 33 participants were assigned to the goals group, which was identical to the Alien
Game group in Experiment 1 except a goal setting screen was presented before each level of the
game, and 25 participants served in the control group, which did not play the Alien Game. As in
Experiments 1 and 2, the groups did not differ significantly (p < .05) on average age, average
video game play reported per week, mean DCCS pretest score, mean LN pretest score, or
The procedure, materials, and apparatus for the control group was the same as in
Experiment 1 except participants solely took the pretests and posttest and did not play a game in
the lab (so there was no Bookworm game). We decided to use an inactive control in Experiment
3, because Experiment 1 had already established the game with an active control group. The
procedure, materials, and apparatus for the no goal group were identical to the Alien Game group
in Experiment 1. The procedure, materials, and apparatus for the goal group was identical to the
Alien Game group in Experiment 1 except a goal setting screen was presented after each level.
The goal setting screen displayed the participant’s accuracy (in percent correct) and reaction time
(in milliseconds) from the just completed level and recommended a target accuracy and target
reaction time for the next level. Based on the accuracy and reaction time of the previous level,
the new goals for the upcoming level were a 5% increase in the percentile of those scores for the
new level based on norms from previous players. The tests of executive function were scored as
in Experiment 1.
LEARNING BY PLAYING GAMES 21
4.2 Results
4.2.1 Does Adding Goal Setting Screens to the Alien Game Increase Shifting Skill?
Table 3 shows the mean posttest scores (and SDs) on the DCCS and LN tasks for each of
the three groups. Based on an ANCOVA with pretest score as a covariate, there was no
significant difference between the goal group and no goal group on mean posttest scores adjusted
for pretest score for the DCCS task, F(1,61) = 3.17, p = .080, the LN task, F(1,61) = 0.31, p =
.581, or for a composite score computed as in Experiment 1, F(1,61) = .46, p = .501. The same
conclusions were supported based on an ANCOVA with all three groups in Table 3, followed up
by pairwise Tukey tests comparing the goal and no goal groups. As can be seen in Table 3, for
each measure, the goal group scored lower than the no goal group, albeit at non-significant
levels. We conclude that there is no evidence that adding goal setting screens improved learning.
In retrospect, we suspect that the goal setting screens did not provide useful information that
participants could use to guide their game playing and that the goal setting screens may have
The primary goal of Experiment 3 was to determine whether 2 hours of playing Alien
Game could improve shifting skill as was found in Experiment 1. Given the foregoing analysis
showing that the goal and no goal groups did not differ significantly, we combined them into a
game group, which we compared to the control group. Although combining the game groups
listed in Table 3 created unequal sample sizes in the game and control groups, the benefit of
doing so is to increase statistical power without violating any statistical requirements (Hayes,
1988). Consistent with predictions, based on an ANCOVA with pretest score as a covariate, the
game group (i.e., the combined goal and no goal groups) achieved significantly higher posttest
LEARNING BY PLAYING GAMES 22
scores (adjusted for pretest score) than the control group on the DCCS (M = 8.65, SD = 0.62 for
the game group, M = 8.16, SD = 0.70 for the control group; F(1,86) = 16.38, p < .001, d = 0.75)
and on the composite score (M = 0.16, SD = 0.78 for game group; M = -0.43, SD = 0.76 for
control group; F(1,86) = 11.18 p = .001, d = 0.78). The game group (M = 364.88, SD = 208.45)
did not achieve significantly higher scores than the control group (M = 457.95, SD = 203.87) on
the LN task, F(1,86) = 2.75, p = .101, d = 0.45. As in Experiment 1, the same pattern of
significant results was present when we conducted an ANCOVA on gain scores with pretest as a
covariate. Also, the same conclusions were supported when we conducted an ANCOVA
comparing only the no goal group (which is the same as the Alien Game group in Experiment 1)
Finally, as in Experiment 1, the same pattern of significant results was obtained when we
compared the highly challenged players in the game group (i.e., those reaching game levels
above the median) to the control group, including finding larger effect sizes favoring the high-
challenge game group on composite score (d = 1.11), DCCS (d = 1.14), and LN (d = .55 ).
Overall, these results show that game effects based on two hours of gameplay can be found
across two independent experiments, and strengthen our conclusion that playing Alien Game for
a sufficient period of time improves the executive function skills targeted by the game.
5. General Discussion
5. 1. Empirical Contributions
The present study provides somewhat rare empirical evidence that playing a custom-
designed game that requires repeatedly exercising shifting between competing tasks for a modest
amount of time can transfer to improved performance on classic cognitive tasks of shifting
outside of the game context as compared to a control group. An important boundary condition is
LEARNING BY PLAYING GAMES 23
that the effects are strong for longer periods of game play (i.e., 2 hours over 4 sessions) but not
for shorter periods of game play (i.e., 1 hour over 2 sessions). These replicated findings help
establish an empirical research base on the effective use of custom-designed video games for
A theoretical implication is that the results support the cognitive theory of specific
transfer of general skills theory in that the general skill of shifting was transferred from a game
context to a cognitive testing context. In this case, we focused on a general executive function
skill—shifting from one task to another—and found that practicing that skill in a game context
can transfer to improvements in performance on tasks that require that skill in a non-game
context. In particular, we focused on the near transfer link between training in shifting in a game
context to performance on a cognitive test of shifting in a non-game context. Thus, this study
contributes to an emerging new path for research on transfer—using games as a vehicle for
promoting transfer of cognitive skills (Anderson & Bavelier, 2011; Mayer, 2014; Singley &
Anderson, 1989).
that target specific executive function skills rather than rely on off-the-shelf games that are
designed primarily for entertainment. The advantage of building a custom-designed game is that
it can focus on game tasks that require the player to repeatedly engage in the target cognitive
skill in varied contexts within the game and at increasing levels of challenge. Importantly,
substantial effects can be created with just 2 hours of game play, rather than 20 to 50 hours of
play required to produce effects using off-the-shelf games intended for entertainment.
LEARNING BY PLAYING GAMES 24
This study was a first step in examining the efficacy of video games as a training tool for
cognitive skills that may have academic implications. A fruitful next step would be to examine
whether the effects of game playing transfer to academic tasks that require shifting, and
ultimately to academic achievement in subject areas (i.e., the far-transfer link). Another
important issue concerns whether other executive function skills—such as inhibition and
updating (Miyake et al, 2000)—can be improved by playing games that are designed to exercise
those skills. Given that some cognitive strategy effects do not appear until delayed tests
(Dunlosky, Rawson, Marsh, Nathan, & Willingham, 2013), it would be useful to conduct
experiments that contain both immediate and delayed tests. Additionally, by including a delayed
test (e.g. after days or weeks), one would be able to determine whether the effects of enhancing
executive function through video games are relatively permanent rather than potentially a result
of transient arousal from playing the video game. Finally, it would be useful to pinpoint the
dosage required to establish substantial improvement in executive function skills, such as, how
many hours of playing and how much time per session is optimal.
Acknowledgement: This project was supported by Grant R305A150417 from the Institute of
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Footnote
1. Composite shifting gain scores were calculated by first subtracting the pre-test scores from
post-test scores in the DCCS and post-test scores from pre-test scores in the LN (as lower scores
indicate better performance) for each player, and then adding the standardized gain scores for
both tasks and dividing by 2. In Experiment 1, a t-test showed that the Alien Game group (M =
0.07, SD = 0.50) had a significantly higher composite gain scores than the Bookworm group (M=
-0.26, SD = 0.54, t = 2.09, p = .043, d = 0.62). In Experiment 2, a t-test showed that the Alien
Game group (M = 0.06, SD = 0.59) did not have significantly different composite gain scores
2. There was no correlation between the composite pre-test shifting scores and subsequent game
0.37, p = .067). An ANOVA revealed that there were no differences in composite pretest scores
between the high Alien Game group (M = 0.38, SD = 0.48), low Alien game group (M = -0.23,
Experiment 2, there were differences in composite pretest scores between the high Alien Game
group (M = 0.26, SD = 0.60), low Alien game group (M = -0.45, SD = 0.61), and Bookworm
group (M = -0.01, SD = 0.62, F = 3.43, p = .041); post hoc tests revealed there was a significant
difference in pre-test scores between the low and high Alien game groups (p =.012).
LEARNING BY PLAYING GAMES 33
Table 1
Mean Score and Standard Deviation on Two Cognitive Tests of Shifting for the Alien Game
Experiment 1 Experiment 2
M SD M SD M SD M SD
DCCS
Alien Game 7.84 1.10 8.03 1.08 7.66 0.99 8.08 0.57
d = .08 d = .41
LN
Alien Game 514.69 290.54 294.72* 215.75 525.71 327.52 378.49 249.53
d = .82 d = .19
Composite
Alien Game 0.09 0.85 0.18* 0.79 -0.02 0.77 0.05 0.84
d = .62 d = .13
Note: * indicates the Alien Game group performed significantly better than the Bookworm group
at p <.05. DCCS = Dimensional Change Card Sort task; LN = Letter Number task.; Composite =
average of standardized scores on DCCS and LN. For the LN task, lower score is better.
LEARNING BY PLAYING GAMES 34
Table 2
Mean Score and Standard Deviation on Two Cognitive Tests of Shifting for Highly Challenged
Students in the Alien Game Group and the Bookworm Group in Experiment 1 and 2
Experiment 1 Experiment 2
M SD M SD M SD M SD
DCCS
d = 1.08 d = .70
LN
d = 1.04 d = .07
Composite
d = 1.44 d = .51
Note: * indicates the Alien Game group performed significantly better than the Bookworm group
at p <.05. DCCS = Dimensional Change Card Sort task; LN = Letter Number task. For LN task,
Table 3
Mean Score and Standard Deviation on Two Cognitive Tests of Shifting for the Goal, No Goal,
Pre-test Post-test
M SD M SD
DCCS
LN
Composite
Note. DCCS = Dimensional Change Card Sort task; LN = Letter Number task.; Composite =
average of standardized scores on DCCS and LN. For LN task, lower score is better.
LEARNING BY PLAYING GAMES 36
Figure 1. Sample trial of the Dimensional Card Change Sort task (DCCS).
LEARNING BY PLAYING GAMES 37
Highlights
Developed a custom game aimed at teaching the executive function skill of shifting.
Playing the custom game improved shifting skill more than playing the control game.
Shifting effects were found for 2 hours of game playing but not for 1 hour.
Shifting effects were stronger for players who reached higher levels in the custom game.