Improving Children's Mental Rotation Accuracy With Computer Game Playing
By R. de Lisi, Jennifer L Wolford. The Journal of Genetic Psychology, 2002
343 citations recorded by the source corpus.
Subfields: Automotive Engineering, Computer Vision and Pattern Recognition, Geography, Planning and Development
View Paper: https://www.semanticscholar.org/paper/4b1614e7ec209992f2960bf1cbc37743d71c752c
How researchers see this paper
The researchers whose trusted networks rank it highest, strongest advocate first. Every researcher gets a different order.
In Automotive Engineering
- Daphne Bavelier
- Diane F. Halpern
- Nora S. Newcombe
- Tracy Logan
- Thomas Lowrie
- Jing Feng
- Ian Spence
- Melissa S. Terlecki
In Computer Vision and Pattern Recognition
- Nora S. Newcombe
- Jing Feng
- Ian Spence
- Melissa S. Terlecki
- Daniel J. Simons
- Walter R. Boot
- R. Centers
- A. Ramful
In Geography, Planning and Development
- Nora S. Newcombe
- Thomas Lowrie
- Tracy Logan
- Melissa S. Terlecki
- Diane F. Halpern
- R. Centers
- A. Ramful
- Iulian Radu
Citations in the corpus
- Augmented reality in education: a meta-review and cross-media analysis (2014, background): “There are many potential benefits which augmented reality technology can bring to children’s lives, such as enhanced entertainment through whole body interaction [3, 4], advancing education through in situ interactive visualizations [5, 6], and improving rehabilitation and skill development through”
- Encouraging girls in math and science (2007, background): “111 Deno (1995). 112 Gerson, Sorby, Wysocki, et al.”
- How Important Is the Digital Divide? The Relation of Computer and Videogame Usage to Gender Differences in Mental Rotation Ability (2005, background): “Many studies have shown that experiential factors, including computer and videogame usage, are related to spatial skill, such as mental rotation (MR; De Lisi & Cammarano, 1996; De Lisi & Wolford, 2002; Duesbury & O’Neil, 1996; Larson et al., 1999; McClurg & Chaille, 1987; Okagaki & Frensch, 1994; ”
- The effects of video game playing on attention, memory, and executive control. (2008, background): “Previous research found Tetris improved some spatial skills (De Lisi & Wolford, 2002; Sims & Mayer, 2002), but Tetris experience did not appear to transfer beyond those specific tasks as much as MOH did.”
- Removing brakes on adult brain plasticity: from molecular to behavioral interventions (2010, background): “…and decision making to cite a few, illustrating the powerful effect of action game play in reshaping the adult brain (Gagnon, 1985; Dorval and Pépin, 1986; Greenfield et al., 1994; De Lisi and Wolford, 2002; Green and Bavelier, 2006; Quaiser-Pohl et al., 2006; Greenfield, 2009; Li et al., 2009b).”
- Characteristics of Boys' and Girls' Toys (2005, methodology): “We attempted to include every imaginable type of contemporary toy, except for electronic toys such as video games, because extensive research has been done and continues to be done on the characteristics and impact of video and computer games (e.g., Anderson & Bushman, 2001; Cassell & Jenkins, 1998;”
- Encouraging girls in math and science: IES Practice Guide (2007, background): “90 Doolittle (1989); Newcombe (2002); McGraw, Lubienski, and Struchens (2006).”
- Video Games and Spatial Cognition (2010, background): “In several studies (e.g., Cherney, 2008; De Lisi & Cammarano, 1996; De Lisi & Wolford, 2002; Okagaki & Frensch, 1994; Terlecki et al., 2008), participants who played Tetris , or a similar dynamic puzzle game, showed improvements on mental rotation tasks.”