dc.creatorGoldín, Andrea P
dc.creatorVladisauskas, Melina
dc.creatorPaz, Gabriel O
dc.creatorNin, Verónica
dc.creatorGuillén, Jesús A
dc.creatorBelloli, Laouen
dc.creatorDelgado, Hernán
dc.creatorMiguel, Martín A
dc.creatorMacario Cabral, Daniela
dc.creatorShalom Diego E.
dc.creatorForés, Anna
dc.creatorCarboni, Alejandra
dc.creatorFernández-Slezak, Diego
dc.date.accessioned2024-04-12T18:59:47Z
dc.date.accessioned2024-08-01T16:49:34Z
dc.date.available2024-04-12T18:59:47Z
dc.date.available2024-08-01T16:49:34Z
dc.date.created2024-04-12T18:59:47Z
dc.date.issued2024-03-07
dc.identifierhttps://repositorio.utdt.edu/handle/20.500.13098/12589
dc.identifierhttps://doi.org/10.3390/brainsci14030262
dc.identifier.urihttps://repositorioslatinoamericanos.uchile.cl/handle/2250/9536411
dc.description.abstractMate Marote is an open-access cognitive training software aimed at children between 4 and 8 years old. It consists of a set of computerized games specifically tailored to train and evaluate Executive Functions (EF), a class of processes critical for purposeful, goal-directed behavior, including working memory, planning, flexibility, and inhibitory control. Since 2008, several studies were performed with this software at children’s own schools in interventions supervised in-person by cognitive scientists. After 2015, we incorporated naturalistic, yet controlled, interventions with children’s own teachers’ help. The platform includes a battery of standardized tests, disguised as games, to assess children’s EF. The main question that emerges is whether the results, obtained with these traditional tasks but conducted without the presence of researchers, are comparable to those widely reported in the literature, that were obtained in more supervised settings. In this study, we were able to replicate the expected difficulty and age effects in at least one of the analyzed dependent variables of each employed test. We also report important discrepancies between the expected and the observed response time patterns, specifically for time-constrained tasks. We hereby discuss the benefits and setbacks of a new possible strategy for this type of assessment in naturalistic settings. We conclude that this battery of established EF tasks adapted for its remote usage is appropriate to measure the expected mental processes in naturalistic settings, enriching opportunities to upscale cognitive training interventions at schools. These types of tools can constitute a concerted strategy to bring together educational neuroscience research and real-life practice.
dc.publisherBrain Sciences (e-ISSN 2076-3425)
dc.relationBrain sciences, 14(3), 262.
dc.rightshttps://creativecommons.org/licenses/by/4.0/
dc.rightsinfo:eu-repo/semantics/openAccess
dc.subjectChildren
dc.subjectTransfer
dc.subjectVideogames
dc.subjectCognitive training
dc.subjectSchools
dc.subjectChild-ANT
dc.subjectHeart–Flower Stroop task
dc.subjectCorsi blocks
dc.subjectToNI
dc.subjectTower of London
dc.titleThe Long and Winding Road to Real-Life Experiments: Remote Assessment of Executive Functions with Computerized Games—Results from 8 Years of Naturalistic Interventions
dc.typeinfo:eu-repo/semantics/article


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