تأثیر بازی‌های لوموسیتی بر حافظه کاری و توجه دانشجویان

نوع مقاله : مقاله پژوهشی

نویسندگان

گروه روان‌شناسی بالینی، دانشکده علوم تربیتی و روان‌شناسی، دانشگاه شیراز، شیراز، ایران

10.22034/jmpr.2025.70048.6883

چکیده

پژوهش حاضر با هدف بررسی تأثیر بازی‌های شناختی نرم‌افزار لوموسیتی بر حافظه کاری و توجه دانشجویان انجام شد. این مطالعه به روش نیمه‌آزمایشی با طرح پیش‌آزمون، پس‌آزمون و پیگیری سه‌ماهه انجام شد. جامعه آماری شامل دانشجویان دانشکده علوم تربیتی و روانشناسی دانشگاه شیراز در سال تحصیلی 1403-1404 بود که از میان آن‌ها 26 دانشجوی واجد ملاک‌های ورود، به روش نمونه‌گیری در دسترس انتخاب و با گمارش غیرتصادفی در دو گروه کنترل (14 نفر) و آزمایش (12 نفر) جای گرفتند. گروه آزمایش به مدت ۱4 روز سه بازی شناختی از نرم‌افزار لوموسیتی را انجام دادند، درحالی‌که گروه کنترل هیچ مداخله‌ای دریافت نکرد. پس از اتمام مداخله، پس‌آزمون برگزار شد و سه ماه بعد مرحله پیگیری انجام گرفت. ابزارهای پژوهش شامل آزمون ردیابی (ریا، 1938) و توالی ارقام و حروف (وکسلر، ۱۹۹۷) بود. در نهایت داده‌ها با استفاده از آزمون تحلیل کوواریانس چندمتغیری و تک‌متغیری مورد تجزیه‌وتحلیل قرار گرفتند. پس از تجزیه‌وتحلیل، نتایج نشان داد که میانگین نمرات حافظه کاری و توجه انتخابی در گروه آزمایش نسبت به گروه کنترل به‌طور معنی‌داری افزایش یافته است (0/05<p). همچنین، تأثیر این بازی‌ها در مرحله پیگیری به‌ویژه از نظر توجه انتخابی، پایدار بود. مطابق با پژوهش حاضر بازی‌های شناختی دیجیتال می‌توانند ابزار مؤثری برای بهبود عملکردهای شناختی باشند و استفاده از آن‌ها در برنامه‌های آموزشی و توان‌بخشی شناختی توصیه می‌شود.

کلیدواژه‌ها

موضوعات


عنوان مقاله [English]

Impact of Lumosity Games on Working Memory and Attention in University Students

نویسندگان [English]

  • Changiz Rahimi Taghanaki
  • Nasim Nazari
  • Mohammadreza Khazei
Department of Clinical Psychology, Faculty of Educational Sciences and Psychology, Shiraz University, Shiraz, Iran
چکیده [English]

Digital cognitive training tools have gained attention for their potential to enhance core cognitive functions such as working memory and selective attention. Although findings remain mixed, evidence indicates that structured game-based programs may improve executive functioning and attentional control. Lumosity is widely used, yet research on its cognitive effects among Iranian university students is limited. This study examined the immediate and sustained effects of Lumosity games on working memory and selective attention. This applied study used a quasi-experimental pretest–posttest design with a three-month follow-up and an active control group. Thirty students from the University of Shiraz were selected through convenience sampling and assigned to experimental and control groups (15 each). Working memory was measured using the Letter–Number Sequencing Test, and selective attention was assessed using the Trail Making Test Part B. The experimental group completed 14 days of Lumosity training. Data were analyzed using ANCOVA and MANCOVA at p < .05. After adjusting for pretest scores, the experimental group showed significantly higher working memory performance and faster completion times on selective attention tasks compared to the control group. At three-month follow-up, selective attention improvements persisted, while working memory gains slightly declined yet remained above baseline. Findings indicate that Lumosity training can enhance working memory and selective attention in university students, with attentional gains showing greater long-term stability. Digital cognitive games may serve as an effective supplementary tool for improving cognitive readiness in academic contexts.

کلیدواژه‌ها [English]

  • cognitive games
  • attention
  • working memory
  • digital cognitive technologies
  • Lumosity
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