COGNITIVE TRAINING OF CHILDREN USING DIGITAL GAMES FOR THE LEARNING OF EXECUTIVE FUNCTIONS

SYSTEMATIC REVIEW OF LITERATURE

Authors

DOI:

https://doi.org/10.69568/2237-5406.2019v2n2e3870

Keywords:

digital games, executive functions, cognitive training, childhood

Abstract

The present study aimed at a systematic review of the literature on the effects of the use of digital games on executive functions in childhood, including works that use them for cognitive training or evaluate the effects of interaction with games on the performance of abilities that integrate executive functions in children. The bibliographic survey was performed in the databases Eric, LILACS, ScienceDirect and Scielo through the following keywords: digital games AND executive functions; AND games AND executive functions. By means of the keywords, 25 articles were identified in the databases previously specified, and according to the inclusion and exclusion criteria, 6 articles were selected for analysis. Among the results obtained from the selected articles, it can be concluded that the effects of the use of digital games on the executive functions vary according to the type of game used, being the age group of fundamental importance in the performance of the child in the game. With this systematic review it can also be seen that this is a topic that is beginning to be researched shortly, being the oldest article used in our research dating to 2012, being most of the articles used dating from the year 2016.

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Published

28/11/2019

How to Cite

Bodanese, G. R., & Ramos, D. K. (2019). COGNITIVE TRAINING OF CHILDREN USING DIGITAL GAMES FOR THE LEARNING OF EXECUTIVE FUNCTIONS: SYSTEMATIC REVIEW OF LITERATURE. Revista Práxis Pedagógica, 2(2), 37–51. https://doi.org/10.69568/2237-5406.2019v2n2e3870