Lumosity Hannah marquardt Educational Technology Connoisseurship and Criticism Hannah marquardt
What is it? Lumosity is an adaptive research-based brain training program that allows you to challenge and practice a broad range of mental abilities. Traditionally, cognitive tests were only available in lab and clinic settings. Lumosity turned them into computerized games so that they are accessible to a wider audience. Clinically proven to improve memory, attention span, and problem-solving skills 60+ brain games that challenge over 10 different cognitive skills 100+ university collaborators 75+ million current users
Cognitive skills Flexibility Problem Solving Math Speed Memory Task Switching Response Inhibition Problem Solving Logical Reasoning Math Quantitative Reasoning Probabilistic Reasoning Proportional Reasoning Numerical Estimation Numerical Calculation Speed Information Processing Visualization Spatial Orientation Memory Spatial Recall Working Memory Face-name Recall Attention Field of View Selective Attention Divided Attention Timing Language Verbal Fluency Reading Comprehension Vocab Proficiency Mindfulness
Every game takes inspiration from research Lost in Migration Flanker Task Selective Attention Response Inhibition Color Match Stroop Test Flexibility Response Inhibition
Integrate into classroom Lumosity’s Education Access Program (LEAP) Human Cognition Project (HCP) Lumosity for Teams
Lumosity’s education access program (Leap) LEAP was launched in the fall of 2012 Schools could apply for Lumosity grants and unlimited access to their games in exchange for feedback on use and effectiveness in the classroom Private and public schools, 3rd-12th grade Any school anywhere in the world Unfortunately, LEAP is no longer available. “When kids are in school all day, they become ‘brain dead.’ They are mentally exhausted. But after 10 minutes on Lumosity, students are recharged and re-focused. LEAP has been a wonderful, encouraging experience for the students and for me. I believe Lumosity can benefit all students and offers both immediate and long-term results.” –Computer teacher, Mike Baker (BusinessWire, 2011)
Human Cognition project Online collaborative research platform with over 40 universities Grant qualified researchers free access to Lumosity’s training tasks Peer-reviewed published papers Current HCP research: normal aging, certain medical conditions, relationship between Lumosity training and physical exercise Opportunity to volunteer for the HCP
Lumosity for teams Challenge teams of 10-200 people $4 per person - 66% off of normal price per month Scores are private Accounts are personalized
Pros vs cons Pros: Cons: Easily accessible Game-like features Simple self-instruction Dynamic difficulty changes Motivations for frequent training Aid in rehabilitation of cognitive impairment Encouraging neuroscience behind game Free version allows unlimited plays of 3 games per day Cons: Only have access to 3 games per day with free version Need premium to access entire game library, tailored insights, mindfulness, comparisons, etc. Somewhat expensive Desktop and mobile scores don’t transfer successfully Criticisms of computerized brain training efficacy
thematics “Technologies are tools that allow us to do certain things. Despite many claims to the contrary, technologies have no effects—good or bad—apart from the specific situations or settings in which they are used. In different situations they have different effects. When children watch television with an adult who gets them to think and talk about what they are watching, it can be good for the children’s cognitive growth. When they watch alone and passively, it can be bad (Greenfield 1984). It’s the situation that counts.” (Gee, 2004, p. 18) “Screen time functions as a kind of hypnotic offering intense visual stimuli but disallowing contemplative engagement with the object.” (Saltman, 2017, p. 31) “When learners learn a new skill set/strategy, they need to practice it over and over in varied contexts in order to make it operate at an almost unconscious routinized level. Then they are really good at it. But they are also in danger of resting on their laurels and learning nothing new. At this point, a good game throws a problem at the player where the routinized skill set/strategy won’t work. This forces the player to think consciously again about skills that have become unconscious, taken-for-granted, and routine. The player must integrate his or her old skills with new ones, forming a new and higher skill set/strategy.” (Gee, 2004, p. 65)
references BusinessWire. (2011, April 11). Lumosity Launches LEAP to Enhance Children's Education and Accelerate Academic Advancement. Retrieved from https://www.businesswire.com/ Gee, J. P. (2004). Situated Language and Learning: A Critique of Traditional Schooling. New York, NY: Routledge. Hardy, J.L., Nelson, R.A., Thomason, M.E., Sternberg, D.A., Katovich, K., Farzin, F., Scanlon, M. (2015). Enhancing cognitive abilities with comprehensive training: A large, online, randomized, active-controlled trial. PLoS ONE 10(9): e0134467. doi:10.1371/journal.pone.0134467. Jhaveri, A. (2016). “Brain training” with Lumosity — does it really work? Federal Trade Commission. Retrieved February 19, 2019. Lumosity Brain Training: Challenge & Improve Your Mind. (n.d.). Retrieved February 19, 2019, from https://www.lumosity.com/ Malski, M. (2013, November 11). Lumosity study examines effects of cognitive training in students. Retrieved from https://www.eurekalert.org/ Saltman, K. J. (2017). Scripted bodies: Corporate power, smart technology, and the undoing of public education. New York, NY: Routledge. Sarkar, K., Drescher, D., & Scanlon, M. (2007, January 19). Working memory improvement following web-based cognitive training. Retrieved February 19, 2019, from https://www.lumosity.com/pdf/working_memory.pdf