{"id":172,"date":"2020-03-19T17:34:12","date_gmt":"2020-03-19T21:34:12","guid":{"rendered":"http:\/\/janplass.com\/?p=172"},"modified":"2020-03-23T11:06:34","modified_gmt":"2020-03-23T15:06:34","slug":"all-you-can-et-a-game-to-train-cognitive-flexibility","status":"publish","type":"post","link":"http:\/\/janplass.com\/index.php\/2020\/03\/19\/all-you-can-et-a-game-to-train-cognitive-flexibility\/","title":{"rendered":"All You Can ET, A game to train Cognitive Flexibility"},"content":{"rendered":"\n<div class=\"wp-block-media-text alignwide\"><figure class=\"wp-block-media-text__media\"><img loading=\"lazy\" decoding=\"async\" width=\"230\" height=\"230\" src=\"http:\/\/janplass.com\/wp-content\/uploads\/2020\/03\/image003.png\" alt=\"Icon for All You Can ET, A game to train Cognitive Flexibility\" class=\"wp-image-171\" srcset=\"http:\/\/janplass.com\/wp-content\/uploads\/2020\/03\/image003.png 230w, http:\/\/janplass.com\/wp-content\/uploads\/2020\/03\/image003-150x150.png 150w\" sizes=\"auto, (max-width: 230px) 100vw, 230px\" \/><\/figure><div class=\"wp-block-media-text__content\">\n<p class=\"has-normal-font-size\"><strong>All You Can ET<\/strong> is  a game designed to train task shifting (cognitive flexibility), a  subskill of executive functions. Shifting involves effectively switching  between different tasks, rules, or goals.<\/p>\n<\/div><\/div>\n\n\n\n<p><\/p>\n\n\n\n<p>In this game,\nplayers need to apply frequently changing rules to give differently colored\naliens, who have different numbers of eyes, the correct food or drink. As the\nlevels progress, the rules get more complex. To succeed in this game, children\nmust be able to adapt to the new sets of rules, which requires <em>shifting<\/em>,\nor <em>cognitive flexibility<\/em>. <\/p>\n\n\n\n<p>Download for Free: <a href=\"https:\/\/apps.apple.com\/us\/app\/all-you-can-et\/id1475283294\">AppStore<\/a>&nbsp;|&nbsp;<a href=\"https:\/\/play.google.com\/store\/apps\/details?id=com.CREATELab.AllYouCanET\">Google Play<\/a><\/p>\n\n\n\n<p>All You Can ET is part of <strong>SMART Suite<\/strong>, a set of games to train executive functions (also including <a rel=\"noreferrer noopener\" aria-label=\"Gwakkamole (opens in a new tab)\" href=\"http:\/\/janplass.com\/index.php\/2020\/03\/20\/gwakkamole-a-game-to-train-inhibitory-control\/\" target=\"_blank\">Gwakkamole<\/a> and <a rel=\"noreferrer noopener\" aria-label=\"CrushStations (opens in a new tab)\" href=\"http:\/\/janplass.com\/index.php\/2020\/03\/20\/crushstations-a-game-to-train-working-memory\/\" target=\"_blank\">CrushStations<\/a>) that has been developed by the <a href=\"http:\/\/create.nyu.edu\">CREATE lab<\/a> at New York University in collaboration with researchers from the University of California, Santa Barbara and The Graduate Center, CUNY. Published, peer-reviewed research with hundreds of students has validated the efficacy of SMART Suite for training executive functions (see bibliography), including the <a href=\"http:\/\/janplass.com\/index.php\/2020\/03\/22\/handbook-of-game-based-learning\/\" target=\"_blank\" rel=\"noreferrer noopener\" aria-label=\"Handbook of Game-Based Learning (opens in a new tab)\">Handbook of Game-Based Learning<\/a>. <\/p>\n\n\n\n<hr class=\"wp-block-separator\"\/>\n\n\n\n<p><strong>Bibliography<\/strong><\/p>\n\n\n\n<p>Homer, B. D.,\nPlass, J. L., Raffaele, C., Ober, T. M., &amp; Ali, A. (2018). Improving high\nschool students&#8217; executive functions through digital game play. <em>Computers\n&amp; Education<\/em>, <em>117<\/em>, 50-58.<\/p>\n\n\n\n<p>Homer, B.D.,\nOber, T.M., Rose, M.C., MacNamara, A.P., Mayer, R. &amp; Plass, J.L. (2019).\nSpeed Versus Accuracy: Implications of Adolescents\u2019 Neurocognitive Developments\nin a Digital Game to Train Executive Functions, <em>Mind, Brain &amp; Education, 13<\/em>(1),\n41-52.<\/p>\n\n\n\n<p>Homer, B.D.,\nPlass, J.L., Rose, M.C., MacNamara, A.P., Pawar, S., &amp; Ober, T.M. (2019).\nActivating adolescents\u2019 \u201chot\u201d executive functions in a digital game to train\ncognitive skills: The effects of age and prior abilities. <em>Cognitive Development, 49<\/em>, 20-32.<\/p>\n\n\n\n<p>Ober, T. M.,\nBrooks, P. J., Plass, J. L., &amp; Homer, B. D. (2019). Distinguishing Direct\nand Indirect Effects of Executive Functions on Reading Comprehension in\nAdolescents. <em>Reading Psychology, 40<\/em>(6), 551\u2013581. <\/p>\n\n\n\n<p>Parong, J.,\nMayer, R. E., Fiorella, L., MacNamara, A., Homer, B. D., &amp; Plass, J. L.\n(2017). Learning executive function skills by playing focused video\ngames.&nbsp;<em>Contemporary Educational Psychology<\/em>,&nbsp;<em>51<\/em>,\n141-151.<\/p>\n\n\n\n<p>Plass, J. L.,\nHomer, B. D., Pawar, S., Brenner, C., &amp; MacNamara, A.P. (2019). The effect\nof adaptive difficulty adjustment on the effectiveness of a game to develop\nexecutive function skills for learners of different ages. <em>Cognitive Development, 49<\/em>, 56-67.<\/p>\n\n\n\n<p>Plass, J.L,\nHomer, B.D., Pawar, S., &amp; Tam, F. (2018). Connecting Theory and Design\nThrough Research: Cognitive Skills Training Games. In S. G\u00f6bel et al. (Eds.): <em>Joint Conference on Serious Games 2018<\/em>,\npp. 1\u201314, 2018. Spring Nature, Switzerland.\nhttps:\/\/doi.org\/10.1007\/978-3-030-02762-9_15 <\/p>\n\n\n\n<p>Plass, J.L.,\nHomer, B.D., MacNamara, A.P., Ober, T., Rose, M.C., Hovey, C.M., Pawar, S.,\n&amp; Olsen, A. (2019). Emotional Design for Digital Games for Learning: The\nAffective Quality of Expression, Color, Shape, and Dimensionality of Game\nCharacters, <em>Learning and Instruction<\/em>.<\/p>\n\n\n\n<p>Plass, J.L.,\nMayer, R. &amp; Homer, B.D. (Eds.) (2020) <em>Handbook\nof Game-based Learning<\/em>. MIT Press. <\/p>\n\n\n\n<p>Sirin, S.,\nPlass, J.L., Homer, B.D., Vatanartiran, S. &amp; Tsai, T. (2018). Digital\ngame-based education for Syrian refugee children: Project Hope. <em>Vulnerable\nChildren &amp; Youth Studies, 13<\/em>(1), 7-18<em>.<\/em> doi:\n10.1080\/17450128.2017.1412551<\/p>\n\n\n\n<p>Vacca, R.\nBromley, M., Leyrer, J., Sprung, M., &amp; Homer, B.D. (2014). Designing Games\nfor Emotional Health. In Schrier, K. (Ed), <em>Learning,\nEducation, and Games <\/em>(pp. 123-142). ETC Press.<\/p>\n","protected":false},"excerpt":{"rendered":"<p>All You Can ET is a game designed to train task shifting (cognitive flexibility), a subskill of executive functions<\/p>\n","protected":false},"author":2,"featured_media":0,"comment_status":"open","ping_status":"open","sticky":false,"template":"","format":"standard","meta":{"_exactmetrics_skip_tracking":false,"_exactmetrics_sitenote_active":false,"_exactmetrics_sitenote_note":"","_exactmetrics_sitenote_category":0,"_monsterinsights_skip_tracking":false,"_monsterinsights_sitenote_active":false,"_monsterinsights_sitenote_note":"","_monsterinsights_sitenote_category":0,"jetpack_post_was_ever_published":false,"_jetpack_newsletter_access":"","_jetpack_dont_email_post_to_subs":false,"_jetpack_newsletter_tier_id":0,"_jetpack_memberships_contains_paywalled_content":false,"_jetpack_memberships_contains_paid_content":false,"footnotes":"","jetpack_publicize_message":"","jetpack_publicize_feature_enabled":true,"jetpack_social_post_already_shared":true,"jetpack_social_options":{"image_generator_settings":{"template":"highway","default_image_id":0,"font":"","enabled":false},"version":2}},"categories":[9,4],"tags":[19,20],"class_list":["post-172","post","type-post","status-publish","format-standard","hentry","category-design","category-research","tag-brain-training","tag-executive-functions"],"yoast_head":"<!-- This site is optimized with the Yoast SEO plugin v27.4 - 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