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Higher Mental Functions of Brain: Learning and Memory01:26

Higher Mental Functions of Brain: Learning and Memory

Memory is one of the most vital higher mental functions of the brain. Memory is closely related to learning because it enables us to retain information and experiences from our past to use them in our present life. It also helps us to remember facts, events, and skills, such as riding a bike or swimming. There are two types of memory — declarative memory, which involves memorizing facts or events, and procedural memory, which enables us to remember how to do something like writing or playing an...
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Related Experiment Video

Updated: May 13, 2026

Combining Computer Game-Based Behavioural Experiments With High-Density EEG and Infrared Gaze Tracking
13:40

Combining Computer Game-Based Behavioural Experiments With High-Density EEG and Infrared Gaze Tracking

Published on: December 16, 2010

Computer game-based and traditional learning method: a comparison regarding students' knowledge retention.

Silmara Rondon1, Fernanda Chiarion Sassi, Claudia Regina Furquim de Andrade

  • 1Department of Physiotherapy, Speech-Language and Hearing Sciences and Occupational Therapy, School of Medicine, University of Sao Paulo, Sao Paulo, Brazil.

BMC Medical Education
|February 28, 2013
PubMed
Summary

Computer-assisted learning using educational games shows comparable short-term gains to traditional lectures for speech-language pathology students. However, traditional lectures remain more effective for both short-term and long-term knowledge retention in anatomy and physiology.

Related Experiment Videos

Last Updated: May 13, 2026

Combining Computer Game-Based Behavioural Experiments With High-Density EEG and Infrared Gaze Tracking
13:40

Combining Computer Game-Based Behavioural Experiments With High-Density EEG and Infrared Gaze Tracking

Published on: December 16, 2010

Area of Science:

  • Medical Education
  • Anatomy and Physiology Education
  • Digital Learning Technologies

Background:

  • Modern students expect technology integration in learning.
  • Traditional passive learning methods are being replaced by active, multisensory approaches.
  • Computer-assisted learning (CAL) offers a dynamic educational strategy.

Purpose of the Study:

  • To compare computer game-based learning with traditional methods for teaching head and neck anatomy and physiology.
  • To evaluate learning gains and knowledge retention in undergraduate speech-language pathology students.
  • To assess the efficacy of different pedagogical approaches in a specialized health science curriculum.

Main Methods:

  • Randomized controlled trial comparing game-based learning and traditional lectures.
  • Assessment of prior, short-term, and long-term knowledge retention (6 months post-intervention) via multiple-choice questionnaires.
  • Blinded data analysis to ensure objective comparison of student performance.

Main Results:

  • Game-based learning showed improved performance in anatomy post-tests.
  • Traditional lectures led to better outcomes in both post-test and long-term retention for anatomy and physiology.
  • No significant difference in overall short-term gains between the two methods.

Conclusions:

  • Computer game-based learning is a viable alternative for short-term knowledge acquisition.
  • Traditional lectures demonstrate superior effectiveness in ensuring both immediate and sustained knowledge retention.
  • Further research may explore hybrid models to leverage the strengths of both approaches.