{"id":181,"date":"2020-03-20T00:22:22","date_gmt":"2020-03-20T04:22:22","guid":{"rendered":"http:\/\/janplass.com\/?p=181"},"modified":"2020-03-23T11:15:25","modified_gmt":"2020-03-23T15:15:25","slug":"gwakkamole-a-game-to-train-inhibitory-control","status":"publish","type":"post","link":"http:\/\/janplass.com\/index.php\/2020\/03\/20\/gwakkamole-a-game-to-train-inhibitory-control\/","title":{"rendered":"Gwakkamole, A Game to Train Inhibitory Control"},"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\/image001.png\" alt=\"Icon of Gwakkamole, A Game to Train Inhibitory Control.\" class=\"wp-image-169\" srcset=\"http:\/\/janplass.com\/wp-content\/uploads\/2020\/03\/image001.png 230w, http:\/\/janplass.com\/wp-content\/uploads\/2020\/03\/image001-150x150.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>Gwakkamol\u00e9<\/strong> is a game designed to train inhibitory control, a subskill of executive functions. Inhibition involves controlling your attention, thoughts or behaviors to stop from doing something that you are primed to do, because of a habit or external lure, in order to achieve a goal.<\/p>\n<\/div><\/div>\n\n\n\n<p>In this game, players need to quickly smash avocados that have no hat or that tip their hat, but avoid smashing avocados with spiky hats or with electrified hats. To do this, children must avoid the tendency to smash everything that appears, which requires them to use <em>inhibition<\/em>. <\/p>\n\n\n\n<p>Download for free: <a href=\"https:\/\/apps.apple.com\/us\/app\/gwakkamole\/id1313381651\">AppStore<\/a>&nbsp;|&nbsp;<a href=\"https:\/\/play.google.com\/store\/apps\/details?id=com.CREATELab.Gwakkamole\">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 href=\"http:\/\/janplass.com\/index.php\/2020\/03\/19\/all-you-can-et-a-game-to-train-cognitive-flexibility\/\" target=\"_blank\" rel=\"noreferrer noopener\" aria-label=\"All You Can ET (opens in a new tab)\">All You Can ET<\/a> and <a rel=\"noreferrer noopener\" 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 rel=\"noreferrer noopener\" href=\"http:\/\/janplass.com\/index.php\/2020\/03\/22\/handbook-of-game-based-learning\/\" target=\"_blank\">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\u2019 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>Gwakkamol\u00e9 is a game designed to train inhibition, 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":[19,20,27],"class_list":["post-181","post","type-post","status-publish","format-standard","hentry","category-design","category-research","tag-brain-training","tag-executive-functions","tag-inhibitory-control"],"yoast_head":"<!-- This site is optimized with the Yoast SEO plugin v27.4 - https:\/\/yoast.com\/product\/yoast-seo-wordpress\/ -->\n<title>Gwakkamole, A Game to Train Inhibitory Control - Gedankenspiele<\/title>\n<meta name=\"description\" content=\"Gwakkamol\u00e9 is a game to train inhibitory control, a subskill of executive functions. 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