Interventions based on board games to improve working memory, executive functions, and other cognitive processes related across lifespan

  1. Estrada Plana, Verónica
Dirigida por:
  1. Jorge Moya Higueras Director
  2. Agnes Ros Morente Codirectora

Universidad de defensa: Universitat de Lleida

Fecha de defensa: 10 de septiembre de 2021

Tribunal:
  1. Micaela Moro Ipola Presidente/a
  2. Clara Sansó Secretario/a
  3. Manuel Ignacio Ibáñez Ribes Vocal

Tipo: Tesis

Teseo: 683295 DIALNET lock_openTDX editor

Resumen

Executive functions are a set of psychological processes key to our daily lives. Cognitive-focused interventions may improve them. The usage of ludic elements seems to increase the benefits of cognitive interventions. Thus, board games could be an interesting tool to be introduced in these interventions. The objective of the present dissertation was: i) Section 1: to review studies that assess the effectiveness of interventions based on board games; ii) Section 2: to test the effectiveness of interventions based on modern filler board games across the lifespan. Thus, we conducted a systematic review with meta-analysis and three experimental studies. 19 studies met inclusion criteria in the systematic review. Most of the studies included early and middle childhood and older people. Only 4 studies used modern board games. The majority of the studies reported some concerns, serious or high risk of bias. 12 studies were included in the meta-analysis. Only verbal STM in children showed significant results (g = 1.05, p <.001, 95% CI 0.47-1.63). Results from the experimental study conducted in children showed that specially math games improved Visuospatial STM and Updating-WM, Number Operation skills, and Number Ranking skills in third grade. In fourth grade, memory games improved their Problem-solving skills. In children with ADHD, modern filler board games improved verbal STM and conduct problems. In the pilot study conducted with older people, participants who played modern filler board games had a significant improvement in semantic verbal fluency compared to a passive control group. In the main study, both interventions –modern filer board games and paper-and-pencil tasks- showed significant improvements in phonemic verbal fluency, but only the game training group maintained the gains across time. In addition, whilst board games maintained impulsivity control, paper‐and‐pencil tasks improved speed in an inhibition task. To conclude, future studies should conduct well-designed randomized controlled trials.