Plass – along with his colleagues Bruce D. Homer of the Graduate Center, City University of New York and Richard E. Mayer of University of California, Santa Barbara – developed the games as a result of a 4-year research project funded by the U.S. Department of Education’s Institute of Education Sciences. The goal of the research was to design targeted computer games that improve cognitive skills – specifically, executive functions like memory and inhibitory control. Upon discovering that the games successfully improved executive functions after as little play as two hours, the scholars wanted to make them available to the general public for free. “While some children have access to the best schools and resources, this is not the case for many families from less affluent communities across the nation. We hope these games can help close the gap that this lack of opportunity has created,” continued Plass.
The Games and How They Work
The researchers developed three online games: Gwakkamolé, CrushStations and All You Can ET. Each of these brain training games support a different executive function. “Unlike other games, our apps were designed from the ground up by a team of developmental psychologists, neuroscience researchers, learning scientists, and game designers to train cognitive skills,” says Homer, a professor of educational psychology and one of the researchers.
The first game, Gwakkamolé, was designed to train inhibitory control, a subskill of executive functions. Inhibitory control is the ability to control one’s attention, behavior, thoughts, and/or emotions. In the game, players are instructed to smash the avocados that pop up on the screen while avoiding any of the avocados wearing hats – some of the avocados in the game have spikey hats, hard hats or electric hats on top of their “heads.” As a player gets to higher levels in the game, more avocados appear on the screen and the speed in which players must smash them increases. Each time a player smashes a hatless avocado they gain points, and adversely, they lose points when they smash an avocado wearing a hat. Gwakkamolé forces players to focus their attention and respond quickly and deliberately (by smashing hatless avocados) to gain points.
CrushStations, which involves crustaceans rather than avocados, focuses on training working memory. Working memory is responsible for temporarily holding and processing information. It plays a major role in how humans use and remember information they learn on a daily basis. To help train working memory, CrushStations – which takes place in the ocean – requires each player to remember the color and type of creatures on the screen to free them from a hungry octopus. If a player accurately remembers the color and type of crustacean in front of the octopus, the animal goes free. However, if a player is unable to remember both the color and type of creature, the crustacean is captured and eaten by the octopus. The game increases in difficulty by giving players more creatures to remember and more difficult sequences to process.
All You Can E.T.
All You Can ET is the third game in the set released by the three scholars. This game is designed to train cognitive flexibility – the mental ability to switch between thinking about two different concepts, and to think about multiple concepts simultaneously. In this game, players are providing aliens with food and drinks to help them survive. The challenge in this game is that the aliens frequently change their minds about whether they would like to eat or drink, depending on how many eyes they have and what color their bodies are. For example, in one round, two-eyed orange aliens only eat cupcakes while one-eye green aliens only drink milkshakes. As the game increases in difficulty, the rules for what each alien prefers to eat or drink changes.