Presentation on theme: "BRAIN PLASTICITY THROUGH THE LIFE SPAN: LEARNING TO LEARN AND ACTION VIDEO GAMES DAPHNE BAVELIER, C. SHAWN GREEN, ALEXANDRE POUGET AND PAUL SCHRATER Rishav."— Presentation transcript:
BRAIN PLASTICITY THROUGH THE LIFE SPAN: LEARNING TO LEARN AND ACTION VIDEO GAMES DAPHNE BAVELIER, C. SHAWN GREEN, ALEXANDRE POUGET AND PAUL SCHRATER Rishav Raj Agarwal Arpit Agarwal
DECISION MAKING Speeds up reaction time Young laparoscopic surgeons who are gamers outperform more seasoned surgeons Game play does not result in trading speed for accuracy
CAUSALITY Hawthorne effect Effects of action video game play are causal or are instead reflective of population bias
LEARNING TO LEARN
RESOURCES All tasks require subjects to make a decision based on a limited amount of noisy data Enhanced resources: Benefit from greater attentional resources Divided attention: The ability to divide attention between tasks or locations Sustained attention and impulsivity. Flexible resourse allocation
LEARNING RULE Action game play leads to more accurate probabilistic inference Action game playing may act by enabling more generalizable knowledge through various abstractions VGPs show greater suppression of distractors under extremely high load conditions Development of more generalizable knowledge as one is faced with new tasks or new environments.
Action game play does not teach any one particular skill Increases the ability to extract patterns or regularities in the environment Learning to learn Changes in knowledge produce benefits only to the extent to which new tasks share structure with action video games.
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