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Use it or lose it? Wii brain exercise practice and reading for domain knowledge.
16 references·16 citing·44 second hopsampled
Use it or lose it? Wii brain exercise practice and reading for domain knowledge. (2010)Use it or lose it? Wii brain exercise pra…Cognitive Skills and Their Acquisition (2013)Cognitive Skills and Their Ac…How useful is executive control training? Age differences in near and far transfer of task‐switching training (2009)How useful is executive contr…Enrichment Effects on Adult Cognitive Development (2008)Enrichment Effects on Adult C…Can training in a real-time strategy video game attenuate cognitive decline in older adults? (2008)Can training in a real-time s…G*Power 3: A flexible statistical power analysis program for the social, behavioral, and biomedical sciences (2007)G*Power 3: A flexible statist…Human cognitive abilities a survey of factor-analytic studies (2004)Human cognitive abilities a s…Use it or lose it: Engaged lifestyle as a buffer of cognitive decline in aging? (1999)Use it or lose it: Engaged li…Teaching critical thinking for transfer across domains. (1998)Teaching critical thinking fo…The processing-speed theory of adult age differences in cognition. (1996)The processing-speed theory o…The handbook of aging and cognition (1992)The handbook of aging and cog…Rocky Roads to Transfer: Rethinking Mechanism of a Neglected Phenomenon (1989)Rocky Roads to Transfer: Reth…Matthew Effects in Reading: Some Consequences of Individual Differences in the Acquisition of Literacy (1986)Matthew Effects in Reading: S…Toward a Theory of Intrinsically Motivating Instruction* (1981)Toward a Theory of Intrinsica…The Foundations of Factor Analysis. (1975)The Foundations of Factor Ana…Method and Theory in Experimental Psychology (1954)Method and Theory in Experime…The influence of improvement in one mental function upon the efficiency of other functions. (I). (1901)The influence of improvement …Brain Training Games Enhance Cognitive Function in Healthy Subjects (2018)Brain Training Games Enhance …A Systematic Review of Commercial Cognitive Training Devices: Implications for Use in Sport (2018)A Systematic Review of Commer…Effects of Video Game Training on Measures of Selective Attention and Working Memory in Older Adults: Results from a Randomized Controlled Trial (2017)Effects of Video Game Trainin…Video Game Training Enhances Visuospatial Working Memory and Episodic Memory in Older Adults (2016)Video Game Training Enhances …Working memory training and interpreting interactions in intelligence interventions (2015)Working memory training and i…Video games, cognitive exercises, and the enhancement of cognitive abilities (2015)Video games, cognitive exerci…A randomized controlled trial of brain training with non-action video games in older adults: results of the 3-month follow-up (2015)A randomized controlled trial…Plasticity of Attentional Functions in Older Adults after Non-Action Video Game Training: A Randomized Controlled Trial (2014)Plasticity of Attentional Fun…Cognitive training with casual video games: points to consider (2014)Cognitive training with casua…Working memory across the lifespan: A cross-sectional approach (2013)Working memory across the lif…Reasons for Playing Casual Video Games and Perceived Benefits Among Adults 18 to 80 Years Old (2013)Reasons for Playing Casual Vi…Effects of a computer-based cognitive exercise program on age-related cognitive decline (2013)Effects of a computer-based c…Selling points: What cognitive abilities are tapped by casual video games? (2012)Selling points: What cognitiv…Online games training aging brains: limited transfer to cognitive control functions (2012)Online games training aging b…Individual differences in response to cognitive training: Using a multi-modal, attentionally demanding game-based intervention for older adults (2012)Individual differences in res…Performance gains from directed training do not transfer to untrained tasks (2011)Performance gains from direct…Science and Human Behavior (1953)Human Problem Solving (1972)Beyond boredom and anxiety (1975)Motivational and self-regulated learning components of classroom academic performance. (1990)The psychology of curiosity: A review and reinterpretation. (1994)Focus on Formative Feedback (2008)Life-Span Development and Behavior (1984)Validity and utility of alternative predictors of job performance. (1984)Que PASA? 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References

  • 2007G*Power 3: A flexible statistical power analysis program for the social, behavioral, and biomedical sciences65,813 cited
  • 1996The processing-speed theory of adult age differences in cognition.5,650 cited
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  • 2004Human cognitive abilities a survey of factor-analytic studies3,393 cited
  • 2013Cognitive Skills and Their Acquisition2,911 cited
  • 1981Toward a Theory of Intrinsically Motivating Instruction*2,197 cited
  • 1992The handbook of aging and cognition2,046 cited
  • 2008Enrichment Effects on Adult Cognitive Development1,486 cited
  • 1901The influence of improvement in one mental function upon the efficiency of other functions. (I).1,223 cited
  • 1954Method and Theory in Experimental Psychology1,216 cited
  • 1998Teaching critical thinking for transfer across domains.1,149 cited
  • 1989Rocky Roads to Transfer: Rethinking Mechanism of a Neglected Phenomenon1,119 cited
  • 1999Use it or lose it: Engaged lifestyle as a buffer of cognitive decline in aging?1,023 cited
  • 1975The Foundations of Factor Analysis.973 cited
  • 2008Can training in a real-time strategy video game attenuate cognitive decline in older adults?

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853 cited
  • 2009How useful is executive control training? Age differences in near and far transfer of task‐switching training694 cited
  • Cited by

    • 2012Selling points: What cognitive abilities are tapped by casual video games?149 cited
    • 2012Individual differences in response to cognitive training: Using a multi-modal, attentionally demanding game-based intervention for older adults145 cited
    • 2016Video Game Training Enhances Visuospatial Working Memory and Episodic Memory in Older Adults136 cited
    • 2014Cognitive training with casual video games: points to consider134 cited
    • 2015Video games, cognitive exercises, and the enhancement of cognitive abilities130 cited
    • 2012Online games training aging brains: limited transfer to cognitive control functions128 cited
    • 2013Working memory across the lifespan: A cross-sectional approach110 cited
    • 2015Working memory training and interpreting interactions in intelligence interventions107 cited
    • 2014Plasticity of Attentional Functions in Older Adults after Non-Action Video Game Training: A Randomized Controlled Trial106 cited
    • 2018A Systematic Review of Commercial Cognitive Training Devices: Implications for Use in Sport96 cited
    • 2017Effects of Video Game Training on Measures of Selective Attention and Working Memory in Older Adults: Results from a Randomized Controlled Trial88 cited
    • 2018Brain Training Games Enhance Cognitive Function in Healthy Subjects82 cited
    • 2013Effects of a computer-based cognitive exercise program on age-related cognitive decline80 cited
    • 2011Performance gains from directed training do not transfer to untrained tasks78 cited
    • 2013Reasons for Playing Casual Video Games and Perceived Benefits Among Adults 18 to 80 Years Old73 cited
    • 2015A randomized controlled trial of brain training with non-action video games in older adults: results of the 3-month follow-up69 cited