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Campitelli G, Labollita M, Bilalić M. Planning, Cognitive Reflection, Inter-Temporal Choice, and Risky Choice in Chess Players: An Expertise Approach. J Intell 2025; 13:40. [PMID: 40137072 PMCID: PMC11942737 DOI: 10.3390/jintelligence13030040] [Citation(s) in RCA: 0] [Impact Index Per Article: 0] [Reference Citation Analysis] [Abstract] [Key Words] [Grants] [Track Full Text] [Journal Information] [Subscribe] [Scholar Register] [Received: 01/15/2025] [Revised: 03/12/2025] [Accepted: 03/15/2025] [Indexed: 03/27/2025] Open
Abstract
This study investigates the cognitive processes underlying chess expertise by examining planning, cognitive reflection, inter-temporal choice, and risky choice in chess players. The study involves 25 chess players and 25 non-chess players, comparing their performance on the Tower of London (TOL) task, Cognitive Reflection Test (CRT), inter-temporal choice (ITC), and risky choice tasks. Results indicate that chess players outperform non-chess players in TOL and CRT, showing superior planning and cognitive reflection abilities. Chess players also prefer future rewards over immediate ones in ITC, suggesting a higher propensity for future more rewarding options. In risky choice tasks, chess players made more decisions based on expected value than non-chess players, but the evidence in favour of differences between groups is very weak. Despite this study not being able to establish causality, the findings highlight the cognitive advantages associated with chess expertise and suggest potential areas for further research on the transfer of cognitive skills from chess to other domains and differences in general abilities between experts and novices.
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Affiliation(s)
- Guillermo Campitelli
- College of Health and Education, Murdoch University, Murdoch, WA 6150, Australia
| | - Martín Labollita
- Facultad de Economia, Universidad de Buenos Aires, Buenos Aires C1428EGA, Argentina;
| | - Merim Bilalić
- Department of Psychology, Northumbria University, Newcastle upon Tyne NE1 8SA, UK;
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Bocchi A, Palmiero M, Persichetti F, Matteoli M, Guariglia C, Piccardi L. Giant chess game enhances spatial navigational skills in 6-years-old children: preliminary findings. APPLIED NEUROPSYCHOLOGY. CHILD 2024; 13:37-44. [PMID: 36041460 DOI: 10.1080/21622965.2022.2112680] [Citation(s) in RCA: 0] [Impact Index Per Article: 0] [Reference Citation Analysis] [Abstract] [Key Words] [MESH Headings] [Track Full Text] [Subscribe] [Scholar Register] [Indexed: 06/15/2023]
Abstract
The game of chess is a valuable extracurricular activity for children, with positive effects on their cognitive skills and academic achievements. We investigated the extent to which the Giant Chess Game (GCG) played on a giant chessboard enhances working memory in "navigational-vista" space and "reaching" space. We also assessed if the GCG enhances mental rotation skills. For 10 weeks, 15 children (GCG group) were involved in a giant chess class, while 15 gender and age-matched children were involved in standard didactics (control group-CG). Children were tested twice, before (T0) and after (T1) the GCG, by tasks aimed at measuring: visuo-spatial working memory (VSWM) in the navigational-vista space (Walking Corsi test); VSWM in the reaching space (Corsi Block-Tapping task); mental rotation (Rotating Flowers test). We found that the GCG group significantly improved its performance more than the CG in VSWM in both navigational-vista space and reaching space, as well as in mental rotation. Our results suggest that the GCG has positive effects on visuo-spatial abilities underlying topographical skills. Therefore, the training using GCG can help enhancing spatial ability and may have a role in contrasting the spreading of navigational deficits such as the Developmental Topographical Disorientation (DTD).
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Affiliation(s)
- Alessia Bocchi
- Department of Psychology, Sapienza University of Rome, Rome, Italy
| | - Massimiliano Palmiero
- Department of Biotechnological and Applied Clinical Sciences, University of L'Aquila, L'Aquila, Italy
| | | | | | - Cecilia Guariglia
- Department of Psychology, Sapienza University of Rome, Rome, Italy
- Cognitive and Motor Rehabilitation and Neuroimaging Unit, IRCCS Fondazione Santa Lucia, Rome, Italy
| | - Laura Piccardi
- Department of Psychology, Sapienza University of Rome, Rome, Italy
- Santa Lucia Foundation, Roma, Italy
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3
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Are the advantages of chess expertise on visuo-spatial working-memory capacity domain specific or domain general? Mem Cognit 2021; 49:1600-1616. [PMID: 34128184 DOI: 10.3758/s13421-021-01184-z] [Citation(s) in RCA: 0] [Impact Index Per Article: 0] [Reference Citation Analysis] [Abstract] [Key Words] [Track Full Text] [Journal Information] [Subscribe] [Scholar Register] [Accepted: 04/21/2021] [Indexed: 11/08/2022]
Abstract
Chess experts have repeatedly demonstrated exceptional recall of chessboards, which is weakened by disruption of the chessboard. However, chess experts still perform better than novices when recalling such disrupted chessboards, suggesting a somewhat generalized expertise effect. In the current study, we examined the extent of this generalized expertise effect on early processing of visuo-spatial working memory (VSWM), by comparing 14 chess experts (Elo rating > 2000) and 15 novices on a change-detection paradigm using disrupted chessboards, where attention had to be selectively deployed to either visual or spatial features, or divided across both features. The paradigm differed in the stimuli used (domain-specific chess pieces vs. novel visual shapes) to evaluate domain-general effects of chess expertise. Both experts and novices had greater memory discriminability for chess stimuli than for the unfamiliar stimuli, suggesting a salience advantage for familiar stimuli. Experts, however, demonstrated better memory discriminability than novices not only for chess stimuli presented on these disrupted chessboards, but also for novel, domain-general stimuli, particularly when detecting spatial changes. This expertise advantage was greater for chessboards with supra-capacity set sizes. For set sizes within the working-memory capacity, the expertise advantage was driven by enhanced selective attention to spatial features by chess experts when compared to visual features. However, any expertise-related VSWM advantage disappeared in the absence of the 8 × 8 chessboard display, which implicates the chessboard display as an essential perceptual aspect facilitating the "expert memory effect" in chess, albeit one that might generalize beyond strictly domain-relevant stimuli.
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Dobrowolski P, Skorko M, Myśliwiec M, Kowalczyk-Grębska N, Michalak J, Brzezicka A. Perceptual, Attentional, and Executive Functioning After Real-Time Strategy Video Game Training: Efficacy and Relation to In-Game Behavior. JOURNAL OF COGNITIVE ENHANCEMENT 2021. [DOI: 10.1007/s41465-021-00211-w] [Citation(s) in RCA: 1] [Impact Index Per Article: 0.3] [Reference Citation Analysis] [Abstract] [Track Full Text] [Journal Information] [Subscribe] [Scholar Register] [Indexed: 11/29/2022]
Abstract
AbstractRecent meta-analyses and meta-analytic reviews of most common approaches to cognitive training broadly converge on describing a lack of transfer effects past the trained task. This also extends to the more recent attempts at using video games to improve cognitive abilities, bringing into question if they have any true effects on cognitive functioning at all. Despite this, video game training studies are slowly beginning to accumulate and provide evidence of replicable improvements. Our study aimed to train non-video game playing individuals in the real-time strategy video game StarCraft II in order to observe any subsequent changes to perceptual, attentional, and executive functioning. Thirty hours of StarCraft II training resulted in improvements to perceptual and attentional abilities, but not executive functioning. This pattern of results is in line with previous research on the more frequently investigated “action” video games. By splitting the StarCraft II training group into two conditions of “fixed” and “variable” training, we were also able to demonstrate that manipulating the video game environment produces measurable differences in the amount of cognitive improvement. Lastly, by extracting in-game behavior features from recordings of each participant’s gameplay, we were able to show a direct correlation between in-game behavior change and cognitive performance change after training. These findings highlight and support the growing trend of more finely detailed and methodologically rigorous approaches to studying the relationship between video games and cognitive functioning.
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Wang C. A Review of the Effects of Abacus Training on Cognitive Functions and Neural Systems in Humans. Front Neurosci 2020; 14:913. [PMID: 32982681 PMCID: PMC7492585 DOI: 10.3389/fnins.2020.00913] [Citation(s) in RCA: 10] [Impact Index Per Article: 2.0] [Reference Citation Analysis] [Abstract] [Key Words] [Track Full Text] [Download PDF] [Figures] [Journal Information] [Subscribe] [Scholar Register] [Received: 03/16/2020] [Accepted: 08/06/2020] [Indexed: 12/18/2022] Open
Abstract
Abacus, which represents numbers via a visuospatial format, is a traditional device to facilitate arithmetic operations. Skilled abacus users, who have acquired the ability of abacus-based mental calculation (AMC), can perform fast and accurate calculations by manipulating an imaginary abacus in mind. Due to this extraordinary calculation ability in AMC users, there is an expanding literature investigating the effects of AMC training on cognition and brain systems. This review study aims to provide an updated overview of important findings in this fast-growing research field. Here, findings from previous behavioral and neuroimaging studies about AMC experts as well as children and adults receiving AMC training are reviewed and discussed. Taken together, our review of the existing literature suggests that AMC training has the potential to enhance various cognitive skills including mathematics, working memory and numerical magnitude processing. Besides, the training can result in functional and anatomical neural changes that are largely located within the frontal-parietal and occipital-temporal brain regions. Some of the neural changes can explain the training-induced cognitive enhancements. Still, caution is needed when extend the conclusions to a more general situation. Implications for future research are provided.
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Affiliation(s)
- Chunjie Wang
- Institute of Brain Science and Department of Psychology, School of Education, Hangzhou Normal University, Hangzhou, China
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Bonny JW, Scanlon M, Castaneda LM. Variations in psychological factors and experience-dependent changes in team-based video game performance. INTELLIGENCE 2020. [DOI: 10.1016/j.intell.2020.101450] [Citation(s) in RCA: 3] [Impact Index Per Article: 0.6] [Reference Citation Analysis] [Track Full Text] [Journal Information] [Subscribe] [Scholar Register] [Indexed: 11/25/2022]
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FRANKLIN GL, PEREIRA BNGV, LIMA NS, GERMINIANI FMB, CAMARGO CHF, CARAMELLI P, TEIVE HAG. Neurology, psychiatry and the chess game: a narrative review. ARQUIVOS DE NEURO-PSIQUIATRIA 2020; 78:169-175. [DOI: 10.1590/0004-282x20190187] [Citation(s) in RCA: 5] [Impact Index Per Article: 1.0] [Reference Citation Analysis] [Abstract] [Track Full Text] [Subscribe] [Scholar Register] [Received: 10/21/2019] [Accepted: 10/28/2019] [Indexed: 11/22/2022]
Abstract
Abstract The chess game comprises different domains of cognitive function, demands great concentration and attention and is present in many cultures as an instrument of literacy, learning and entertainment. Over the years, many effects of the game on the brain have been studied. Seen that, we reviewed the current literature to analyze the influence of chess on cognitive performance, decision-making process, linking to historical neurological and psychiatric disorders as we describe different diseases related to renowned chess players throughout history, discussing the influences of chess on the brain and behavior.
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Fuentes-García JP, Villafaina S, Collado-Mateo D, Cano-Plasencia R, Gusi N. Chess Players Increase the Theta Power Spectrum When the Difficulty of the Opponent Increases: An EEG Study. INTERNATIONAL JOURNAL OF ENVIRONMENTAL RESEARCH AND PUBLIC HEALTH 2019; 17:E46. [PMID: 31861658 PMCID: PMC6981879 DOI: 10.3390/ijerph17010046] [Citation(s) in RCA: 8] [Impact Index Per Article: 1.3] [Reference Citation Analysis] [Abstract] [Key Words] [MESH Headings] [Grants] [Track Full Text] [Download PDF] [Figures] [Subscribe] [Scholar Register] [Received: 11/14/2019] [Revised: 12/11/2019] [Accepted: 12/14/2019] [Indexed: 01/02/2023]
Abstract
The present study aimed to analyze differences in the electroencephalogram (EEG) power spectrum (theta, alpha, and beta) between participants who won (winning group) and those who lost (losing group) in three different chess games: against their same Elo (100% chess games), 25% over their Elo (125% chess games), and 25% under their Elo (75% chess games). EEG was assessed at baseline and during the chess games. Method: 14 male chess players (age: 35.36 ± 13.77 and Elo: 1921 ± 170) played three games of 3 min, plus two additional seconds per move, while EEG was assessed. There were three difficulty levels (75%, 100%, and 125%), with two games (one with white pieces and another with black pieces) per level. The winning group showed higher theta power in the frontal, central, and posterior brain regions when difficulty increased (p-value <0.05). Besides this, alpha power showed higher values (p-value <0.05) in 125% games than in 75% chess games in C3, T3, T4, T5, and T6. The losing group showed a significant decrease (p-value <0.05) in the beta and alpha power spectrum in frontal, central, parietotemporal, and occipital areas, when the opponent's difficulty increased. Moreover, between groups, analyses showed higher theta power in the losing group than in the winning group, in C3, T5, T6, P4, and Pz (p-value <0.05). Therefore, the winning group was able to adapt to each difficulty level, increasing theta power in the frontal, central, and posterior brain areas, as the efficiency hypothesis postulated. These changes were not observed in the losing group. Moreover, increases in alpha power during the most difficult games, in comparison with the easier, could have been caused by creative ideation and divergent thinking, as participants looked for alternative solutions against a higher-skilled opponent.
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Affiliation(s)
- Juan Pedro Fuentes-García
- Faculty of Sport Science, University of Extremadura, Avda: Universidad S/N, 10003 Cáceres, Spain; (J.P.F.-G.); (N.G.)
| | - Santos Villafaina
- Faculty of Sport Science, University of Extremadura, Avda: Universidad S/N, 10003 Cáceres, Spain; (J.P.F.-G.); (N.G.)
| | | | | | - Narcis Gusi
- Faculty of Sport Science, University of Extremadura, Avda: Universidad S/N, 10003 Cáceres, Spain; (J.P.F.-G.); (N.G.)
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Sala G, Jopp D, Gobet F, Ogawa M, Ishioka Y, Masui Y, Inagaki H, Nakagawa T, Yasumoto S, Ishizaki T, Arai Y, Ikebe K, Kamide K, Gondo Y. The impact of leisure activities on older adults' cognitive function, physical function, and mental health. PLoS One 2019; 14:e0225006. [PMID: 31703115 PMCID: PMC6839878 DOI: 10.1371/journal.pone.0225006] [Citation(s) in RCA: 71] [Impact Index Per Article: 11.8] [Reference Citation Analysis] [Abstract] [MESH Headings] [Grants] [Track Full Text] [Download PDF] [Figures] [Journal Information] [Subscribe] [Scholar Register] [Received: 06/25/2019] [Accepted: 10/25/2019] [Indexed: 01/07/2023] Open
Abstract
Engagement in leisure activities has been claimed to be highly beneficial in the elderly. Practicing such activities is supposed to help older adults to preserve cognitive function, physical function, and mental health, and thus to contribute to successful aging. We used structural equation modeling (SEM) to analyze the impact of leisure activities on these constructs in a large sample of Japanese older adults (N = 809; age range 72–74). The model exhibited an excellent fit (CFI = 1); engaging in leisure activities was positively associated with all the three successful aging indicators. These findings corroborate previous research carried out in Western countries and extend its validity to the population of Eastern older adults. Albeit correlational in nature, these results suggest that active engagement in leisure activities can help older adults to maintain cognitive, physical, and mental health. Future research will clarify whether there is a causal relationship between engagement in leisure activities and successful aging.
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Affiliation(s)
- Giovanni Sala
- Institute for Comprehensive Medical Science, Fujita Health University, Toyoake, Japan
| | - Daniela Jopp
- Institute of Psychology, University of Lausanne, Lausanne, Switzerland
| | - Fernand Gobet
- Centre for Philosophy of Natural and Social Science, London School of Economics and Political Science, London, United Kingdom
| | - Madoka Ogawa
- Tokyo Metropolitan Institute of Gerontology, Tokyo, Japan
| | - Yoshiko Ishioka
- Graduate School of Science and Technology, Keio University, Yokohama, Japan
| | - Yukie Masui
- Tokyo Metropolitan Institute of Gerontology, Tokyo, Japan
| | - Hiroki Inagaki
- Tokyo Metropolitan Institute of Gerontology, Tokyo, Japan
| | | | - Saori Yasumoto
- Graduate School of Human Sciences, University of Osaka, Osaka, Japan
| | | | - Yasumichi Arai
- Center for Supercentenarian Medical Research, Keio University, Tokyo, Japan
| | - Kazunori Ikebe
- Graduate School of Dentistry, Osaka University, Osaka, Japan
| | - Kei Kamide
- Graduate School of Medicine, Osaka University, Osaka, Japan
| | - Yasuyuki Gondo
- Graduate School of Human Sciences, University of Osaka, Osaka, Japan
- * E-mail:
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Burgoyne AP, Nye CD, Macnamara BN, Charness N, Hambrick DZ. The Impact of Domain-Specific Experience on Chess Skill: Reanalysis of a Key Study. AMERICAN JOURNAL OF PSYCHOLOGY 2019. [DOI: 10.5406/amerjpsyc.132.1.0027] [Citation(s) in RCA: 3] [Impact Index Per Article: 0.5] [Reference Citation Analysis] [Abstract] [Track Full Text] [Journal Information] [Subscribe] [Scholar Register] [Indexed: 11/06/2022]
Abstract
Abstract
How important are training and other forms of domain-relevant experience in predicting individual differences in expertise? To answer this question, we used structural equation modeling to reanalyze data from a study of chess by Charness, Tuffiash, Krampe, Reingold, and Vasyukova (2005). Latent variables reflecting serious chess activity and formal instruction, along with a manifest variable indexing serious starting age, accounted for 63% of the variance in peak rating. Serious starting age had a significant negative effect on peak rating (β = –.15), even after we controlled for domain-specific experience, indicating an advantage for starting earlier. We also tested the prediction that formal instruction increases the effectiveness of serious study (Ericsson & Charness, 1994) using moderated regression. This claim was not supported. Overall, the results affirm that serious study and other forms of domain-specific experience are important pieces of the expertise puzzle, but other factors must matter too.
Supplemental materials are available at https://www.press.uillinois.edu/journals/ajp/media/chess_skill
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Chess knowledge predicts chess memory even after controlling for chess experience: Evidence for the role of high-level processes. Mem Cognit 2019; 46:337-348. [PMID: 29101550 DOI: 10.3758/s13421-017-0768-2] [Citation(s) in RCA: 33] [Impact Index Per Article: 5.5] [Reference Citation Analysis] [Abstract] [Key Words] [Track Full Text] [Journal Information] [Subscribe] [Scholar Register] [Indexed: 11/08/2022]
Abstract
The expertise effect in memory for chess positions is one of the most robust effects in cognitive psychology. One explanation of this effect is that chess recall is based on the recognition of familiar patterns and that experts have learned more and larger patterns. Template theory and its instantiation as a computational model are based on this explanation. An alternative explanation is that the expertise effect is due, in part, to stronger players having better and more conceptual knowledge, with this knowledge facilitating memory performance. Our literature review supports the latter view. In our experiment, a sample of 79 chess players were given a test of memory for chess positions, a test of declarative chess knowledge, a test of fluid intelligence, and a questionnaire concerning the amount of time they had played nontournament chess and the amount of time they had studied chess. We determined the numbers of tournament games the players had played from chess databases. Chess knowledge correlated .67 with chess memory and accounted for 16% of the variance after controlling for chess experience. Fluid intelligence accounted for an additional 13% of the variance. These results support the conclusion that both high-level conceptual processing and low-level recognition of familiar patterns play important roles in memory for chess positions.
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Sala G, Gobet F. Cognitive Training Does Not Enhance General Cognition. Trends Cogn Sci 2018; 23:9-20. [PMID: 30471868 DOI: 10.1016/j.tics.2018.10.004] [Citation(s) in RCA: 135] [Impact Index Per Article: 19.3] [Reference Citation Analysis] [Abstract] [Key Words] [Track Full Text] [Journal Information] [Subscribe] [Scholar Register] [Received: 04/18/2018] [Revised: 10/22/2018] [Accepted: 10/23/2018] [Indexed: 11/17/2022]
Abstract
Due to potential theoretical and societal implications, cognitive training has been one of the most influential topics in psychology and neuroscience. The assumption behind cognitive training is that one's general cognitive ability can be enhanced by practicing cognitive tasks or intellectually demanding activities. The hundreds of studies published so far have provided mixed findings and systematic reviews have reached inconsistent conclusions. To resolve these discrepancies, we carried out several meta-analytic reviews. The results are highly consistent across all the reviewed domains: minimal effect on domain-general cognitive skills. Crucially, the observed between-study variability is accounted for by design quality and statistical artefacts. The cognitive-training program of research has showed no appreciable benefits, and other more plausible practices to enhance cognitive performance should be pursued.
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Affiliation(s)
- Giovanni Sala
- Osaka University, 1-2 Yamadaoka, Suita, Osaka Prefecture 565-0871, Japan; JSPS International Research Fellow
| | - Fernand Gobet
- Department of Psychological Sciences, University of Liverpool, Liverpool, UK.
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Kowal M, Toth AJ, Exton C, Campbell MJ. Different cognitive abilities displayed by action video gamers and non-gamers. COMPUTERS IN HUMAN BEHAVIOR 2018. [DOI: 10.1016/j.chb.2018.07.010] [Citation(s) in RCA: 33] [Impact Index Per Article: 4.7] [Reference Citation Analysis] [Track Full Text] [Journal Information] [Subscribe] [Scholar Register] [Indexed: 01/05/2023]
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Jung WH, Lee TY, Yoon YB, Choi CH, Kwon JS. Beyond Domain-Specific Expertise: Neural Signatures of Face and Spatial Working Memory in Baduk (Go Game) Experts. Front Hum Neurosci 2018; 12:319. [PMID: 30131686 PMCID: PMC6090201 DOI: 10.3389/fnhum.2018.00319] [Citation(s) in RCA: 0] [Impact Index Per Article: 0] [Reference Citation Analysis] [Abstract] [Key Words] [Track Full Text] [Download PDF] [Figures] [Journal Information] [Subscribe] [Scholar Register] [Received: 02/27/2018] [Accepted: 07/23/2018] [Indexed: 12/05/2022] Open
Abstract
Recent advances of neuroimaging methodology and artificial intelligence have resulted in renewed interest in board games like chess and Baduk (called Go game in the West) and have provided clues as to the mechanisms behind the games. However, an interesting question that remains to be answered is whether the board game expertise as one of cognitive skills goes beyond just being good at the trained game and how it maps on networks associated with cognitive abilities that are not directly trained. To address this issue, we examined functional activity and connectivity in Baduk experts, compared to novices, while performing a visual n-back working memory (WM) task. We found that experts, compared to novices, had greater activation in superior parietal cortex during face WM, though there were no group differences in behavioral performances. Using a data-driven, whole-brain multivariate approach, we also found significant group differences in the multivariate pattern of connectivity in frontal pole and inferior parietal cortex, further showing greater connectivity between frontal and parietal regions and between frontal and temporal regions in experts. Our findings suggest that long-term trained Baduk experts have the reorganization of functional interactions between brain regions even for untrained cognitive ability.
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Affiliation(s)
- Wi Hoon Jung
- Department of Psychology, Korea University, Seoul, South Korea
| | - Tae Young Lee
- Institute of Human Behavioral Medicine, Medical Research Center, Seoul National University, Seoul, South Korea
| | - Youngwoo B. Yoon
- Brain and Cognitive Sciences, College of Natural Sciences, Seoul National University, Seoul, South Korea
- Department of Psychiatry, Washington University in St. Louis, St. Louis, MO, United States
| | - Chi-Hoon Choi
- Department of Radiology, Chungbuk National University Hospital, Cheongju, South Korea
| | - Jun Soo Kwon
- Institute of Human Behavioral Medicine, Medical Research Center, Seoul National University, Seoul, South Korea
- Brain and Cognitive Sciences, College of Natural Sciences, Seoul National University, Seoul, South Korea
- Department of Psychiatry, College of Medicine, Seoul National University, Seoul, South Korea
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Does chess instruction improve mathematical problem-solving ability? Two experimental studies with an active control group. Learn Behav 2018. [PMID: 28646322 PMCID: PMC5709436 DOI: 10.3758/s13420-017-0280-3] [Citation(s) in RCA: 13] [Impact Index Per Article: 1.9] [Reference Citation Analysis] [Abstract] [Key Words] [Track Full Text] [Download PDF] [Figures] [Journal Information] [Subscribe] [Scholar Register] [Indexed: 11/08/2022]
Abstract
It has been proposed that playing chess enables children to improve their ability in mathematics. These claims have been recently evaluated in a meta-analysis (Sala & Gobet, 2016, Educational Research Review, 18, 46-57), which indicated a significant effect in favor of the groups playing chess. However, the meta-analysis also showed that most of the reviewed studies used a poor experimental design (in particular, they lacked an active control group). We ran two experiments that used a three-group design including both an active and a passive control group, with a focus on mathematical ability. In the first experiment (N = 233), a group of third and fourth graders was taught chess for 25 hours and tested on mathematical problem-solving tasks. Participants also filled in a questionnaire assessing their meta-cognitive ability for mathematics problems. The group playing chess was compared to an active control group (playing checkers) and a passive control group. The three groups showed no statistically significant difference in mathematical problem-solving or metacognitive abilities in the posttest. The second experiment (N = 52) broadly used the same design, but the Oriental game of Go replaced checkers in the active control group. While the chess-treated group and the passive control group slightly outperformed the active control group with mathematical problem solving, the differences were not statistically significant. No differences were found with respect to metacognitive ability. These results suggest that the effects (if any) of chess instruction, when rigorously tested, are modest and that such interventions should not replace the traditional curriculum in mathematics.
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Bavelier D, Bediou B, Green CS. Expertise and generalization: lessons from action video games. Curr Opin Behav Sci 2018. [DOI: 10.1016/j.cobeha.2018.01.012] [Citation(s) in RCA: 4] [Impact Index Per Article: 0.6] [Reference Citation Analysis] [Track Full Text] [Journal Information] [Subscribe] [Scholar Register] [Indexed: 10/17/2022]
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Sala G, Gobet F. Does Far Transfer Exist? Negative Evidence From Chess, Music, and Working Memory Training. CURRENT DIRECTIONS IN PSYCHOLOGICAL SCIENCE 2017; 26:515-520. [PMID: 29276344 PMCID: PMC5724589 DOI: 10.1177/0963721417712760] [Citation(s) in RCA: 115] [Impact Index Per Article: 14.4] [Reference Citation Analysis] [Abstract] [Key Words] [Track Full Text] [Download PDF] [Figures] [Journal Information] [Subscribe] [Scholar Register] [Indexed: 11/24/2022]
Abstract
Chess masters and expert musicians appear to be, on average, more intelligent than the general population. Some researchers have thus claimed that playing chess or learning music enhances children’s cognitive abilities and academic attainment. We here present two meta-analyses assessing the effect of chess and music instruction on children’s cognitive and academic skills. A third meta-analysis evaluated the effects of working memory training—a cognitive skill correlated with music and chess expertise—on the same variables. The results show small to moderate effects. However, the effect sizes are inversely related to the quality of the experimental design (e.g., presence of active control groups). This pattern of results casts serious doubts on the effectiveness of chess, music, and working memory training. We discuss the theoretical and practical implications of these findings; extend the debate to other types of training such as spatial training, brain training, and video games; and conclude that far transfer of learning rarely occurs.
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Affiliation(s)
- Giovanni Sala
- Department of Psychological Sciences, University of Liverpool
| | - Fernand Gobet
- Department of Psychological Sciences, University of Liverpool
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18
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Sala G, Foley JP, Gobet F. The Effects of Chess Instruction on Pupils' Cognitive and Academic Skills: State of the Art and Theoretical Challenges. Front Psychol 2017; 8:238. [PMID: 28280476 PMCID: PMC5322219 DOI: 10.3389/fpsyg.2017.00238] [Citation(s) in RCA: 10] [Impact Index Per Article: 1.3] [Reference Citation Analysis] [Key Words] [Track Full Text] [Download PDF] [Journal Information] [Subscribe] [Scholar Register] [Received: 01/22/2017] [Accepted: 02/07/2017] [Indexed: 11/13/2022] Open
Affiliation(s)
- Giovanni Sala
- Department of Psychological Sciences, University of Liverpool Liverpool, UK
| | | | - Fernand Gobet
- Department of Psychological Sciences, University of Liverpool Liverpool, UK
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