ICT in Education

Dr Kawashima's Brain Training

Derek Robertson

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Three Primary 6 classes from schools in Dundee took part in a Consolarium project to show how computer games can impact on and enhance learning in classrooms in a practical, accessible and manageable way.

The project involved the use of a game for the Nintendo DS called Dr Kawashima’s Brain Training. This is a collection of mini-games such as number bond challenges, reading tests, problem-solving exercises and memory puzzles.

The main rationale underpinning the game is that the problems and challenges are designed to ‘exercise the brain’ by increasing blood flow to the pre-frontal cortex.

We felt that Dr Kawashima’s Brain Training had a rationale similar to that of Brain Gym and we were very keen to compare and contrast both approaches to see if any gains could be made, particularly in relation to mental maths and how children perceive themselves as learners (academic self-concept).

Our results have shown that a small, cleverly designed handheld game can significantly enhance learner performance in mental maths as well as having a positive impact on other aspects of classroom life. Our research methodology used only four of the 25 available Brain Gym activities, and the children from the Brain Gym group spent less than half the time using the movements than did the children playing the Nintendo game. Despite this lack of parity in both approaches, the limited Brain Gym intervention did significantly improve the children's performance in maths, although not by as much as did the more extensive use of the Nintendo game.

Brain training games

See how to set up Dr Kawashima's Brain Training and watch movie demos of how to play.