Study: DS Neither Better Nor Worse than Paper for Memory Games
Game researchers are talking about a new study out of France regarding Nintendo’s Brain Training line of mind-stimulating games for the DS. Alain Lieury over at University of Rennes, Brittany, conducted a study of 67 ten year old players. The students were divided into four groups and given pre and post tests on memory and mathematics. Two groups used the Nintendo DS games for seven weeks. Another group used traditional paper puzzles like Soduko while the fourth group was offered no intervention. Adam Sage with The Times Online details the results:
Researchers found that children using the Nintendo DS system failed to show any significant improvement in memory tests. They did do 19 per cent better in mathematics – but so did the pencil-and-paper group, while the fourth group did 18 per cent better. When it came to memorising, the pencil-and-paper group recorded a 33 per cent improvement, while the Nintendo children were 17 per cent worse. In logic tests the Nintendo children registered a 10 per cent improvement, as did the pencil-and-paper group. The children who had no specific training improved 20 per cent.
The variety of results comes as no surprise. Researchers have long known that all things being equal, the media in which content is delivered does not affect test results. For instance, if one student attended a lecture in person while another student watched a video recording of the same lecture and a third student read a transcript of the lecture, then all things being equal the three students will likely offer identical answers when queried on the lecture’s content. The reason for this is, the content is identical despite the different delivery methods (Clark’s delivery truck metaphor).
Therefore, it seems reasonable that the same or similar exercises performed on digital devices will yield similar benefits for students as exercises performed on paper. Other variables play into the equation, however, when technology is used. For instance, a computing device on which to perform the exercises may offer a novelty effect for students, resulting in an initial increase in exercises performed. After the novelty wears off, the number of exercises between groups may level out. On the other hand, a program may be poorly written so that students using it obtain an inaccurate representation of the facts leading to lower scores in the post test.
In short, it does not appear this study either hurts or helps the notion of improving cognitive abilities through the use of handheld games. However, it can be portrayed negatively in the press since it does not fully support the notion. Anyhow, according to Sage’s news report the study will be detailed in Prof. Lieury’s new book, Stimulate Your Neurones, (his spelling) due out soon.
References:
Sage, A. (2009, January 26). Nintendo brain-trainer ‘no better than pencil and paper’. The Times Online. [Online.] Retrieved January 30, 2009 from http://technology.timesonline.co.uk/tol/news/tech_and_web/gadgets_and_gaming/article5587314.ece