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YSM Issue 95.1

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their grades twelve and eighteen months

after training—an advantage that grew

over time. This trend may suggest slower

and more modest progress in complicated

skills like comprehension.

Previous studies on non-conventional

training tools have been largely centered

around children with dyslexia, a learning

disorder that involves difficulty with

reading. Affected individuals have a

harder time decoding letters and words

into related speech sounds. This study

extends positive findings in dyslexic

children to a broader population.

It took the experimenters over three

years to complete the study—two years

on game design, followed by recruitment,

training, and follow-up studies for up to

eighteen months. Along the way, they

encountered a variety of challenges. Game

designers recruited over three hundred

children aged eight to fourteen to help

refine the SOM storyline and aesthetics. It

was extremely tricky to get children at this

age to follow instructions and to collect and

analyze their opinions. When the game

was finally ready for testing, researchers

had to coordinate logistics with teachers

and continuously edit their proposals to fit

into the original curriculum.

Usually, in a randomized control trial,

experimenters don’t know whether a

participant is assigned to the experimental

or control group. This process of

“blinding” reduces the researchers’ biases

when evaluating the participant. In this

study, however, it was impractical to blind

every experimenter since at least one of

them had to talk to school representatives

and supervise the training. In the end,

two experimenters were blinded, and the

third, Pasqualotto, became the one who

oversaw the entire program. Researchers

compared the results scored by the blinded

experimenters against combined results

from all three of them and found no

difference between the scores.

Italian is an extremely transparent

language. One can almost always

pronounce a word correctly following

pronunciation rules. In contrast, English

is an opaque language, with numerous

sounds corresponding to one letter and

vice versa. In logographic languages like

Chinese, there is no alphabet, and the

reader needs to remember the sounds of

each character. Pasqualotto and her team

hope to assess the efficacy of SOM in other

languages and compare it to Italian. “My

expectation is that training attentional

control and executive functions,

particularly working memory and

cognitive flexibility, could be beneficial

for all languages,” Pasqualotto said. But

it will be interesting to investigate the

potential differences in the extent of

progress made across different languages.

The researchers carried out the

training before COVID-19 when

social interactions were still largely

unrestricted. However, with the global

pandemic, it is harder not only for these

interactions to happen in the classroom

but also for experimenters to meet with

participants and administer the tests.

The pandemic pushed Pasqualotto and

her team to allow children to play the

game and carry out subsequent testing

at home. While the game was originally

Skies of Manawak Developers.

Behavorial Science

FEATURE

developed on

computers, the

researchers are now coming

up with a version on tablets

since touch-based technology is more

accessible and popular in an average

household. They are also updating

testing protocols so that cognitive tests

can be administered at home without

experimenters. They hope to eventually

develop a product complementary to

school activities that is simultaneously

useful for research purposes.

Despite the many challenges and

obstacles, Pasqualotto has been pleased

with her team's achievements. “Research

should have an impact on our life. This

type of study is certainly demanding in

terms of time and organization, but it also

gives you a bigger reward and sense of

satisfaction in the end,” Pasqualotto said. ■

IMAGE COURTESY OF STUDIO BLIQUO

www.yalescientific.org

March 2022 Yale Scientific Magazine 33

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