Scientific American is the world's premier magazine of scientific discovery and technological innovation for the general public. Readers turn to it for a deep understanding of how science and technology can influence human affairs and illuminate the natural world.doi:10.1038/scientificamericanmind0713-...
She adds that images in video games force the eyes to move and focus quickly. "Video game types of things pop out of here and there, they move your eyes around the screen quite quickly in response to things quite quickly, and the more you play a video game the faster you get that ...
内容提示: brainsciencesArticleAction Video Games Enhance Attentional Control andPhonological Decoding in Children withDevelopmental DyslexiaSara Bertoni1,2, *, Sandro Franceschini2, Giovanna Puccio2, Martina Mancarella2,3, Simone Gori1and Andrea Facoetti2??? ???Citation: Bertoni, S.; Franceschini, ...
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It's no secret kids get sucked right in to video games. Eight-year-old Samantha and 10-year-old Charlie are no exception. But this is a vortex their moms are beyond grateful for. "She doesn't even realize she's learning while she's playing," said Samantha's mom. ...
Dyslexia is characterized by difficulties in learning to read and there is some evidence that action video games (AVG), without any direct phonological or orthographic stimulation, improve reading efficiency in Italian children with dyslexia. However, th
Sh e adds that im ages in video games forc e th e eyes to mov e a nd focus quickly."Video gam e types of things pop out of here and there, they mov e your eyes around th e scr een quit e quickly in respons e to things quit e q uickly, and th e mor e you play a ...
根据第五段“Doctor Harrar feels like playing action video games could help dyslexic people shift from seeing to hearing more quickly. She adds that images in video games force the eyes to move and focus quickly. Harrar医生认为玩动作视频游戏可以帮助诵读困难的人从观看转变到听力更快。她补充说,...
and learning4. The impact of emotional and reward signals induced by video-gaming5, in combination with specific features of the gamified training, could induce far-transfer cognitive enhancements in (a)typical readers. For this reason not all video-games have the same impact on behaviour and ...
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