Do “Brain-Training” Programs Work? 2016, Vol
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Cognitive Training for Older Adults: What Is It and Does It Work? Alexandra Kueider, Krystal Bichay, and George Rebok
Issue Brief OCTOBER 2014 Cognitive Training for Older Adults: What Is It and Does It Work? Alexandra Kueider, Krystal Bichay, and George Rebok Older adults are more likely to fear losing their mental abilities than their physical abilities.1 But a growing body of research suggests that, for most people, mental decline isn’t inevitable and may even be reversible. It is now becoming clear that cognitive health and dementia prevention must be lifelong pursuits, and the new approaches springing from a better understanding of the risk factors for cognitive impairment are far more promising than current drug therapies. Key points from our analysis of the current evidence What Is Known About Cognitive Training Now? include the following: Aggressive marketing notwithstanding, drugs mar- ■■ Cognitive training can improve cognitive abilities. keted for dementias such as AD do little to maintain Dementia drugs cannot. cognitive and functional abilities or slow the prog- ress of the disease. In contrast to drugs are mental ■■ No single cognitive training program stands out exercises to improve cognitive abilities. Dr. Richard as superior to others, but a group format based Suzman, Director of the Division of Behavioral and on multiple cognitive strategies seems the most Social Research at the National Institute on Aging promising. (NIA), states, “These sorts of interventions are poten- tially enormously important. The effects [of cogni- ■■ Research comparing cognitive exercise tive training interventions] were substantial. There approaches is still thin. Rigorous evaluation stan- isn’t a drug that will do that yet, and if there were, it dards are needed. would probably have to be administered with mental exercises.”2 ■■ Cognitive training could reduce health care costs by helping older individuals maintain a healthy Controversy and confusion still surround the efficacy and active lifestyle. -
Understanding Cognitive Skills and Brain Training Jennifer L
Understanding Cognitive Skills and Brain Training Jennifer L. Fisher, Ph.D., ABPP Reading Center, Rochester, MN November 14, 2012 Who am I (not)? ! Ph.D. in Child Psychology from Arizona State University; Board Certified through ABPP 2006 ! Fellowship at Mayo Clinic 1996-1998; Consultant 1998-2007; Supplemental Consultant 2008-present ! Specialty in Pediatric Psychology, treating children with physical illnesses (no neuropsychology specialty). ! Most important credential: Mother of two children, Mimi and Myles, one of whom has special learning issues Overview of Presentation ! Intelligence versus Achievement ! Cognitive skills – building blocks of achievement ! What is a learning disability? ! Using cognitive training to address LD: From Orton- Gillingham to online brain training ! Overview of current brain training efforts ! Buyer beware! Intelligence vs. Achievement ! Intelligence – ! Your capacity to learn, solve problems, think abstractly, adapt, manage complexity, structure your own behavior, etc. ! Measured by “IQ Tests” - Intelligence Quotient (e.g., WAIS-IV, WISC-IV, Cattell Culture Fair III, Woodcock-Johnson Tests of Cognitive Abilities-III, Stanford-Binet Intelligence Scales V) ! IQ once thought to be unitary construct; now best represented by multiple domains. For example, on the WISC IV ! Verbal Comprehension (VC) Index ! Perceptual Reasoning (PO) Index ! Processing Speed (PS) Index ! Working Memory (WM) Index ! IQ once thought to be stable; now we are coming to see that skills within IQ may be trained (e.g., Working Memory) Intelligence vs. Achievement ! Achievement ! “What a child has learned so far…” in various subjects ! Reading ! Math ! Written Language ! Assessment measures– Woodcock Johnson Tests of Achievement WJ-III, Wechsler Individual Achievement Test – WIAT, Wide Range Achievement Test (WRAT) ! IQ and Achievement generally correlated ! High IQ expect High Achievement ! Avg. -
Investigating the Effectiveness of the Brain Age Software for Nintendo DS Shaun Michael English Marquette University
View metadata, citation and similar papers at core.ac.uk brought to you by CORE provided by epublications@Marquette Marquette University e-Publications@Marquette Dissertations (2009 -) Dissertations, Theses, and Professional Projects Cognitive Training With Healthy Older Adults: Investigating the Effectiveness of the Brain Age Software for Nintendo DS Shaun Michael English Marquette University Recommended Citation English, Shaun Michael, "Cognitive Training With Healthy Older Adults: Investigating the Effectiveness of the Brain Age Software for Nintendo DS" (2012). Dissertations (2009 -). Paper 226. http://epublications.marquette.edu/dissertations_mu/226 COGNITIVE TRAINING WITH HEALTHY OLDER ADULTS: INVESTIGATING THE EFFECTIVENESS OF THE BRAIN AGETM SOFTWARE FOR NINTENDO By Shaun M. English, M.S. A Dissertation Submitted to the Faculty of the Graduate School, Marquette University, In Partial Fulfillment of the Requirements for the Degree of Doctor of Philosophy Milwaukee, Wisconsin October 2012 ABSTRACT COGNITIVE TRAINING WITH HEALTHY OLDER ADULTS: INVESTIGATING THE EFFECTIVENESS OF THE BRAIN AGETM SOFTWARE FOR NINTENDO Shaun M. English, M.S. Marquette University, 2012 An increasing number of empirical studies have demonstrated the effectiveness of cognitive training (CT) with healthy, cognitively intact older adults. Less is known regarding the effectiveness of commercially available “brain training” programs. The current study investigated the impact of daily CT presented via the Brain Age® software for Nintendo DS on neurocognitive abilities in a sample of healthy, community-dwelling older adults. Over the six-week study, participants in the CT group completed training activities and were compared to an active control group who played card games on the Nintendo DS. At pre-test and post-test, a wide range of empirically validated neuropsychological outcome measures was administered to examine the proximal and distal transfer effects of training. -
Cognitive Training with Healthy Older Adults: Investigating the Effectiveness of the Brain Age Software for Nintendo DS
Marquette University e-Publications@Marquette Dissertations, Theses, and Professional Dissertations (1934 -) Projects Cognitive Training With Healthy Older Adults: Investigating the Effectiveness of the Brain Age Software for Nintendo DS Shaun Michael English Marquette University Follow this and additional works at: https://epublications.marquette.edu/dissertations_mu Part of the Psychiatry and Psychology Commons Recommended Citation English, Shaun Michael, "Cognitive Training With Healthy Older Adults: Investigating the Effectiveness of the Brain Age Software for Nintendo DS" (2012). Dissertations (1934 -). 226. https://epublications.marquette.edu/dissertations_mu/226 COGNITIVE TRAINING WITH HEALTHY OLDER ADULTS: INVESTIGATING THE EFFECTIVENESS OF THE BRAIN AGETM SOFTWARE FOR NINTENDO By Shaun M. English, M.S. A Dissertation Submitted to the Faculty of the Graduate School, Marquette University, In Partial Fulfillment of the Requirements for the Degree of Doctor of Philosophy Milwaukee, Wisconsin October 2012 ABSTRACT COGNITIVE TRAINING WITH HEALTHY OLDER ADULTS: INVESTIGATING THE EFFECTIVENESS OF THE BRAIN AGETM SOFTWARE FOR NINTENDO Shaun M. English, M.S. Marquette University, 2012 An increasing number of empirical studies have demonstrated the effectiveness of cognitive training (CT) with healthy, cognitively intact older adults. Less is known regarding the effectiveness of commercially available “brain training” programs. The current study investigated the impact of daily CT presented via the Brain Age® software for Nintendo DS on neurocognitive abilities in a sample of healthy, community-dwelling older adults. Over the six-week study, participants in the CT group completed training activities and were compared to an active control group who played card games on the Nintendo DS. At pre-test and post-test, a wide range of empirically validated neuropsychological outcome measures was administered to examine the proximal and distal transfer effects of training. -
Nintendo Co., Ltd
Nintendo Co., Ltd. Financial Results Briefing for the Nine-Month Period Ended December 2007 (Briefing Date: 2008/1/25) Supplementary Information [Note] Forecasts announced by Nintendo Co., Ltd. herein are prepared based on management's assumptions with information available at this time and therefore involve known and unknown risks and uncertainties. Please note such risks and uncertainties may cause the actual results to be materially different from the forecasts (earnings forecast, dividend forecast and other forecasts). Nintendo Co., Ltd. Consolidated Statements of Income Transition million yen FY3/2004 FY3/2005 FY3/2006 FY3/2007 FY3/2008 Apr.-Dec.'03 Apr.-Dec.'04 Apr.-Dec.'05 Apr.-Dec.'06 Apr.-Dec.'07 Net sales 439,589 419,373 412,339 712,589 1,316,434 Cost of sales 257,524 232,495 237,322 411,862 761,944 Gross margin 182,064 186,877 175,017 300,727 554,489 (Gross margin ratio) (41.4%) (44.6%) (42.4%) (42.2%) (42.1%) Selling, general, and administrative expenses 79,436 83,771 92,233 133,093 160,453 Operating income 102,627 103,106 82,783 167,633 394,036 (Operating income ratio) (23.3%) (24.6%) (20.1%) (23.5%) (29.9%) Other income 8,837 15,229 64,268 53,793 37,789 (of which foreign exchange gains) ( - ) (4,778) (45,226) (26,069) (143) Other expenses 59,175 2,976 357 714 995 (of which foreign exchange losses) (58,805) ( - ) ( - ) ( - ) ( - ) Income before income taxes and extraordinary items 52,289 115,359 146,694 220,713 430,830 (Income before income taxes and extraordinary items ratio) (11.9%) (27.5%) (35.6%) (31.0%) (32.7%) Extraordinary gains 2,229 1,433 6,888 1,047 3,830 Extraordinary losses 95 1,865 255 27 2,135 Income before income taxes and minority interests 54,423 114,927 153,327 221,734 432,525 Income taxes 19,782 47,260 61,176 89,847 173,679 Minority interests 94 -91 -34 -29 -83 Net income 34,545 67,757 92,185 131,916 258,929 (Net income ratio) (7.9%) (16.2%) (22.4%) (18.5%) (19.7%) - 1 - Nintendo Co., Ltd. -
Cognitive Impairment in the Elderly a Look at the Research Into Cognitive Impairment
Assessing and addressing cognitive impairment in the elderly A look at the research into cognitive impairment By Graham J. McDougall Jr., PhD, RN, FAAN, FGSA of the internation - 2. Develop a comprehensive plan ALL SEGMENTS Cognitive decline al population are living longer, and to respond to these needs in dif - Early research in the 1980s identi - many will experience dementia. ferent agencies and organiza - fied 12 areas included in cognitive Policymakers are focused on the tions. function: cost estimates of caring for elders 3. Evaluate and expand compre - • attention span with cognitive impairment. The hensive systems of support. • concentration World Alzheimer Report 2016 , from 4. Train health professionals to de - • intelligence Alzheimer’s Disease International, a tect cognitive impairment in its • judgment global federation of 85 Alzheimer’s early stages and assist patients to • learning ability associations, highlighted the need manage their care. • memory to make dementia an international In this article, I’ll describe the • orientation health priority. The numbers in the recent methods of assessing and • perception report are staggering: 47 million diagnosing cognitive impairment, • problem solving people are estimated to be living synthesize the evidence of both • psychomotor ability with dementia worldwide, with the psychosocial and pharmacologic • reaction time number projected to increase to treatments to prevent or ameliorate • social intactness. more than 131 million by 2050. The cognitive decline, and evaluate the Not all of these areas need to be report recommends that nations de - mechanisms developed to prevent assessed to determine a patient’s velop a plan to address dementia, and treat cognitive impairment. global cognitive function; however, removing the stigma around it, and it’s essential to evaluate memory protecting the human rights of performance and executive func - these individuals. -
Lifespan Development and Plasticity of Executive Function Section
Book Title: Lifespan development and plasticity of executive function Section: Characterizing EF development across the lifespan Chapter Title: Executive function development in adolescence Authors: Eveline A. Crone, Sabine Peters & Nikolaus Steinbeis Affiliations: Department of Psychology, Leiden University, the Netherlands; Leiden Institute for Brain and Cognition, Leiden University, the Netherlands. 1 Abstract When adolescents enter secondary school, one of their main tasks is to expand their knowledge base (i.e. learn new subjects), acquire new cognitive skills (i.e. switching flexibly among the new demands), and get training in a variety of novel domains. However, not all adolescents deal successfully with these new challenges and some struggle with planning and organizing school tasks. In this chapter, we discuss the behavioral and neural changes that occur in executive functioning over the course of adolescence as one of the most important predictors of school success. We aim to unravel why some adolescents thrive and others struggle, if executive functions can be trained in adolescence, and what can be done to foster adapting to the new developmental challenges. 2 Introduction Executive function is defined as the ability to control thoughts and actions for the purpose of achieving future goals (Diamond, 2013). It relies on our ability to keep information in mind (working memory), to respond to a changing environment (cognitive flexibility) and stop inappropriate actions or impulses (inhibition). When these functions work well in concert, this allows individuals to plan ahead and respond flexibly to a changing environment (Miyake et al., 2000). In this chapter we will focus on three questions: 1) how do executive functions develop during adolescence, 2) can executive functions be trained in adolescence, and 3) what are the implications of executive functions for school settings such as reading and mathematics performance. -
All Nds Games
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Engage Your Brain: GCBH Recommendations on Cognitively Stimulating Activities BACKGROUND: ABOUT GCBH and ITS WORK
Engage Your Brain: GCBH Recommendations on Cognitively Stimulating Activities BACKGROUND: ABOUT GCBH AND ITS WORK The Global Council on Brain Health (GCBH) is an independent collaborative of scientists, health professionals, scholars and policy experts from around the world working in areas of brain health related to human cognition. The GCBH focuses on brain health relating to people’s ability to think and reason as they age, including aspects of memory, perception and judgment. The GCBH is convened by AARP with support from Age UK to offer the best possible advice about what older adults can do to maintain and improve their brain health. GCBH members come together to discuss specific lifestyle issue areas that may impact people’s brain health as they age with the goal of providing evidence-based recommendations for people to consider incorporating into their lives. We know that many people across the globe are interested in learning, first, that it is possible to influence their own brain health and, second, what can be done to maintain their brain health as they age. We aim to be a trustworthy source of information, basing recommendations on current evidence supplemented by a consensus of experts from a broad array of disciplines and perspectives. Engage Your Brain: GCBH Recommendations on Cognitively Stimulating Activities 1 COGNITIVELY STIMULATING ACTIVITIES AND BRAIN HEALTH Cognitively stimulating activities are mentally engaging the claims made by companies promoting the benefits of activities or exercises that challenge a person’s ability to these games are exaggerated. With that in mind, we think think. Many people wonder if you can maintain your thinking it is important to let people know the current state of the abilities as you age by stimulating your brain through various scientific evidence, given that there are many activities that intellectual activities. -
Custom Bingo Instructions
Custom Bingo Instructions Host Instructions: · Decide when to start and select your goal(s) · Designate a judge to announce events · Cross off events from the list below when announced Goals: · First to get any line (up, down, left, right, diagonally) · First to get any 2 lines · First to get the four corners · First to get two diagonal lines through the middle (an "X") · First to get all squares (a "coverall") Guest Instructions: · Check off events on your card as the judge announces them · If you satisfy a goal, announce "BINGO!". You've won! · The judge decides in the case of disputes This is an alphabetical list of all 24 events: Age of Calamity Expansion Pass, Anniversary Celebrations, Bayonetta 3, Brain Age Switch Western Release, Breath of the Wild Sequel, Donkey Kong, Game Boy: Nintendo Switch Online, Indie Games, Kirby, Mario Golf: Super Rush Post Launch Content, Metroid, Microsoft Collaberation, More Remakes and Ports, New Fire Emblem Game, Next Smash Ultimate Fighter, No More Heroes 3, Pikmin 4, Pokemon Legends/Brilliant Diamond & Shining Pearl, Pokemon Unite, Project Triangle Strategy, Shin Megami Tensei 5, Splatoon 3, Surprise Franchise Comeback, Switch Pro. BuzzBuzzBingo.com · Create, Download, Print, Play, BINGO! · Copyright © 2003-2021 · All rights reserved Custom Bingo Call Sheet This is a randomized list of all 24 bingo events in square format that you can mark off in order, choose from randomly, or cut up to pull from a hat: Brain Age Breath of More Bayonetta Switch Metroid the Wild Remakes 3 Western Sequel and Ports -
Games for Cross-Generational Enjoyment
Japanese Culture Now http://www.tjf.or.jp/takarabako/ Digital games, once designed to be played mainly by young children, have expanded to a cross-genera- Games for tional, international phenomenon. People are begin- ning to discover new ways to use digital games for Cross-Generational purposes other than play, such as for teaching and study. In this issue, we will report about the games enjoyed by people of different generations in Japan, Enjoyment including digital games. Children’s play changed Digital games are designed in ingenious ways that make dramatically when the Nin- them an absorbing pastime. Along with providing some excite- tendo Family Computer, ment and thrills, they allow players to feel a sense of achieve- popularly known as “Nin- ment. Developed by making use of these merits, many games tendo” or “Famicom,” for learning purposes are appearing and coming into wide use. came on the market in These uses, indeed, have attracted attention for their potential 1983. Rather than flocking applications in fields such as rehabilitation, medical care, gov- to parks and fields for out- ernment, and business. door games, children began increasingly to play alone Game Market Research in Japan – FY2007 or with only a few friends home. With the release of Video game market for 2007 the portable game device Software 65.86 million copies/335.8 billion yen (99.40% n i J up from the previous year) “GameBoy” in 1989, diver- o g n Consoles 15.64 million copies/ 332 billion yen (104.46% sions for children were in- o H creasingly dominated by © up from the previous year) “Tokyo Game Show” 2008 held in October digital games, which could 9–12. -
Is Lumosity an Effective Brain Training Program?: a Meta-Analysis of the Existing Research
IS LUMOSITY AN EFFECTIVE BRAIN TRAINING PROGRAM?: A META-ANALYSIS OF THE EXISTING RESEARCH A thesis presented to the faculty of the Graduate School of Western Carolina University in partial fulfillment of the requirements for the degree of Specialist in School Psychology. Kristen Nicole Hyman Director: Dr. Candace Boan-Lenzo, Department of Psychology Committee Members: Dr. Ethan Schilling, Department of Psychology Dr. Mickey Randolph, Department of Psychology April 2017 TABLE OF CONTENTS Title Page ......................................................................................................................................... i Table of Contents ............................................................................................................................ ii List of Tables ................................................................................................................................. iii List of Figures ................................................................................................................................ iv Abstract .......................................................................................................................................... v Chapter One: Introduction .............................................................................................................. 1 Chapter Two: Literature Review .................................................................................................... 2 Definition of Working Memory ................................................................................................