neuroscience and new technologies

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Neuroscience and New Technologies Dr Paul Howard-Jones NeuroEducational Research Network (NEnet) Graduate School of Education University of Bristol www.neuroeducational.net 1. Thinking about the brain and technology 2. Games and the brain 3. Technology, neuroscience and learning games

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Neuroscience and New Technologies. 1. Thinking about the brain and technology 2. Games and the brain 3. Technology, neuroscience and learning games. Dr Paul Howard-Jones NeuroEducational Research Network ( NE net) Graduate School of Education University of Bristol www.neuroeducational.net. - PowerPoint PPT Presentation

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Page 1: Neuroscience and New Technologies

Neuroscience and New Technologies

Dr Paul Howard-Jones

NeuroEducational Research Network (NEnet)Graduate School of EducationUniversity of Bristol www.neuroeducational.net

1. Thinking about the brain and technology2. Games and the brain3. Technology, neuroscience and learning games

Page 2: Neuroscience and New Technologies

Nenet NeuroEducational Research network

www.neuroeducational.net•NeuroEducational Research:

•Basic neuroscience•Bridging studies•Developing classroom practice

•Public communication

•Consultation with teachers

Page 3: Neuroscience and New Technologies

Facebook is “infantilizing” our brains Wintour, P. in Guardian (London, 2009).

Google is “degrading our intelligence”Carr, N. in The Atlantic (2008).

‘Technology could be turning into a 21st-century addiction’ Roberts, D. in The Telegraph (2010).

Page 4: Neuroscience and New Technologies

Can Google rewire the brain?

a) Naive users b) Experienced users

Activity for internet searching, relative to reading:

Small, et al. (2009)

Page 5: Neuroscience and New Technologies

Activity after adults practise difficult multiplication:

a) Decreases b) Increases

The brain is plastic: Learning involves changes in

* neural connectivity* shifts in regional activity

Delazer et al. (2003)

Working memory bottleneck

automaticity

Page 6: Neuroscience and New Technologies

Is Google rewiring our brains?

•Experienced users using more search strategies•Additional activity: decisions making, reasoning

Activity for internet searching, relative to reading:

a) Naive users b) Experienced users

Page 7: Neuroscience and New Technologies

Some brains are more plastic than others… Will Facebook “infantilise” them?

90’s : * internet use -> reduced social-

connectedness, poorer well-being NOW:

* 49% of UK children 8-17 profile on social network sites (SNS) (OfCom, 2008)

* SNS’s -> stimulate teenage social connectedness and psychosocial well-being

But it is about how the technology is used: Benefits if supporting existing friendships

Page 8: Neuroscience and New Technologies

Games and Education

Gove (UK Education Minister, 2011): When children need to solve equations in order to get more ammo to shoot the aliens, it is amazing how quickly they can learn.

Mary Matthews(Blitz Games Studios, 2011): "Great ….but… exploration, experimentation, team building, problem-solving and independent, personalised, differentiated experiences…?”

Zimmerman & Fortugno (game designers, 2005): ‘‘only consensus in this whirlwind of activity seems to be that educational games are something of a failure’’

Page 9: Neuroscience and New Technologies

Games: a special influence on the brain1.5% to 8.2% of general population have problematic internet use – what are they doing?

•Adults: pornography, illicit relationships•Young people: gaming

.....video games are very engaging:

When players viewing images from internet games, similar neural activities as when addicts of drugs or gambling view images of cues (Han et al.,2011)

If you apply DSM addiction criteria, 1 in 5 teens addicted to gaming in ’98 (Griffiths et al., 1998)

Page 10: Neuroscience and New Technologies

Mesolimbic Dopaminergic Pathway

This type of “wanting” is immediate & visceral (e.g. S,D, R & R) “Educational motivation” can include other types.

Page 11: Neuroscience and New Technologies

Important because: Dopamine helps orientate our attention and enhances synaptoplasticity - learning

Page 12: Neuroscience and New Technologies

Nucleus accumbens (NAcc)

Processes linking reward and declarative memory formation are still subject of research, but may involve:

* direct influence on the hippocampus via dopamine NAcc activation during encoding => likelihood of recall

Rewards do not predict learningThe brain’s response to reward does

Page 13: Neuroscience and New Technologies

Rapid scheduling of uncertain rewards may explain 2 facts:

1. high midbrain dopamine release in games

- comparable to psychostimulant drugs (Weinstein, 2010)

2. Video games are powerful teachers

In a few hours, video games can - enhance transferable visuomotor skills, sight - improve some professional performance

(lapyroscopic surgery, fighter piloting) - teach aggressive/prosocial affective response (see Nominet report, RSA lecture)

Page 14: Neuroscience and New Technologies

• We do most enjoy 50:50 chances in games but not in school, where one study has shown children prefer risks of ~87% (Clifford et al., ‘88)

• Academic failure has more serious implications for esteem• The predictability of academic comfort zones (87% certainty) may

reduce reward response

This suggests:

• a “learning games approach” to teaching, with chance increasing uncertainty while protecting esteem

What about uncertainty in school?

Page 15: Neuroscience and New Technologies

More neuroscience needed:e.g. How does the brain respond to a competitor?

“Reward learning” theory => mirror their rewards as our own

Our results show we mirror a competitor’s actions as our own

but our reward system responds positively to their failure:

Reward response appears linked to learning inhibition not action

Page 16: Neuroscience and New Technologies

Do children prefer chance-based uncertainty in learning?

Task: Ask your maths question from * Mr Certain (Correct -> 1 point) * Mr Uncertain (Correct -> coin toss, 2 or 0 pts

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Question number

Per

cen

tag

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f q

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tio

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As the session progressed, Mr Uncertain was increasingly more popular than Mr Certain – especially amongst boys

Bridging studies: neuroscience-> education

Page 17: Neuroscience and New Technologies

What happens to the learning discourse? Issues of fairness?Chance-based uncertainty encourages motivational “sport-talk” around learning, i.e. failure is bad luck, success is pure achievement. Chance not seen as unfair.

Is it just a superficial “sugar-coating”?No - Chance-based uncertainty enhances the emotional response to learning

How strong is this theory?Estimation of brain’s reward response (not the stakes) predicts learning during a learning game

Bridging studies: neuroscience-> education

Not recalled Recalled Estim

ated

bra

in re

spon

se

Page 18: Neuroscience and New Technologies

Plan

Evaluate

Intervene

Reflect

Practice-based research: What is good practice in teaching with immersive gaming (twigging)?

Page 19: Neuroscience and New Technologies

Prototype software was developed with the help of

Dyffryn School (Newport):

Chepstow School

Page 20: Neuroscience and New Technologies

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Page 21: Neuroscience and New Technologies

Prestatyn High School, Penmorfa Primary School

Page 22: Neuroscience and New Technologies

Teaching With Immersive Gaming (twigging) – the science:

• Close intermingling of learning and gaming (effects of dopamine are brief)

• Use uncertain reward to generate dopamine ramps• Rising stakes through the game (effects of dopamine

are context specific, influenced by expectations)• Reward response when observing competitors is

driven by their losses – ensure high risk and high stakes when individual teams selected for special challenges

Page 23: Neuroscience and New Technologies

Teaching With Immersive Gaming (twigging) – the practice:

• Close intermingling of learning and gaming• Design of questions - test all learning levels• When presenting the questions, support and scaffold

students (e.g. remind of principles involved, q and a) • When revealing the correct answer, explain why

other answer options are incorrect before (usually) explaining the correct one

• referring to options by content not colour• Be ready for your teacher persona to transform...

Page 24: Neuroscience and New Technologies

Example of final interventions:

•Year 8 (28 students)

•Heat Energy Transfer – 3 lessons:ConductionConvection

Radiation

Page 25: Neuroscience and New Technologies

•Students learn•All consider these lessons are more fun than normal lessons•most would prefer always to learn in this way

Page 26: Neuroscience and New Technologies

B: Regions of activity, males > females

C: Regions of functional connectivity with warm colours for males > females

Although small samples prevent statistical gender analysis, mean learning scores consistently favoured boys………….why?

Young adults playing computer games (Hoeft et al., 2008):

Page 27: Neuroscience and New Technologies

G2A project conclusions (small pilot, primitive software)

* Aided by the neuroscience, entire topics can be successfully delivered through a whole-class teaching approach based on gaming

* Likely to prove very popular with children

Page 28: Neuroscience and New Technologies

Transdisciplinary (Neuroeducational) research has helped generate:

* messages “inoculated” against misinterpretation

* handbook

* Powerpoint-based software

* exemplar teaching materials

* videos of good practice

Page 29: Neuroscience and New Technologies

www.neuroeducational.net

Page 30: Neuroscience and New Technologies

Promethean are now funding ImagineEducation to develop a professional system that can be used with their wireless audience response system.

This will remove residual burden of game administration, allowing the teacher to focus entirely on the gaming pedagogy.

Page 31: Neuroscience and New Technologies

1. Games are a special influence on the brain

2. Neuroscience can help us understand and exploit this influence in the classroom.

3. Teaching through gaming requires technology, but it also requires new understanding and new pedagogy

Summary

Page 32: Neuroscience and New Technologies

www.neuroeducational.net

Thanks for listening!

Introducing Neuroeducational Research (2010)Paul Howard-Jones Routledge

Digital Technology and the Brain (2012)Paul Howard-Jones and Kate Fenton

www.lulu.com