Can the Clobber game become a classroom-based tool for screening students' executive functions?

Prog Brain Res. 2023:279:81-97. doi: 10.1016/bs.pbr.2023.07.001. Epub 2023 Jul 28.

Abstract

The use of games for cognitive screening is not new and involves employing simple tasks as well as virtual reality. In this work, we introduce the use of the combinatorial game Clobber, created by the mathematicians Albert, Grossman, Nowakowski and Wolfe in 2001 in a classroom-based experiment and analyzed how it can assess cognitive functions. Specifically, this study tries to address how the use of the Clobber game can target executive functions (EFs) and why it may be a valuable game to assess EFs. Executive functions have an extremely complex nature and combine abilities which involve planning, decision-making, productive action, and self-regulation, among others. We performed a cross-sectional study with a sample of 111 participants aged 9-30 from three educational levels in which Clobber was applied in four different configurations varying in complexity. The findings identify two variables that can guide future experiments with Clobber: the game configuration and the time spent solving the game.

Keywords: Classroom-based intervention; Clobber game; Cognitive screening; Executive functions; Mathematics.

Publication types

  • Research Support, Non-U.S. Gov't

MeSH terms

  • Cognition*
  • Cross-Sectional Studies
  • Executive Function*
  • Humans
  • Students