Jove
Visualize
Contact Us
JoVE
x logofacebook logolinkedin logoyoutube logo
ABOUT JoVE
OverviewLeadershipBlogJoVE Help Center
AUTHORS
Publishing ProcessEditorial BoardScope & PoliciesPeer ReviewFAQSubmit
LIBRARIANS
TestimonialsSubscriptionsAccessResourcesLibrary Advisory BoardFAQ
RESEARCH
JoVE JournalMethods CollectionsJoVE Encyclopedia of ExperimentsArchive
EDUCATION
JoVE CoreJoVE BusinessJoVE Science EducationJoVE Lab ManualFaculty Resource CenterFaculty Site
Terms & Conditions of Use
Privacy Policy
Policies

Related Concept Videos

Observational Learning01:12

Observational Learning

123
Albert Bandura's observational learning, also known as imitation or modeling, occurs when a person observes and imitates another's behavior. It is a quicker process than operant conditioning. A well-known example is the Bobo doll study, where children who saw an adult acting aggressively towards the doll were more likely to act aggressively when left alone, compared to those who observed a nonaggressive adult. Many psychologists view observational learning as a form of latent learning...
123
Purposive Learning01:22

Purposive Learning

97
E. C. Tolman emphasized the purposiveness of behavior — the idea that much of our behavior is goal-directed. For instance, employees who aim for a promotion work diligently to meet their targets. Tolman argued that when classical conditioning and operant conditioning occur, the organism acquires certain expectations. In classical conditioning, a child might fear a dog because they expect it to bite. In operant conditioning, a person might consistently work overtime because they expect a...
97
Cognitive Learning01:21

Cognitive Learning

219
Cognitive learning is based on purposive behavior, incidental learning, and insight learning.
E. C. Tolman's theory of purposive behavior emphasizes that much behavior is goal-directed. He argued that to understand behavior, we must look at the entire sequence of actions leading to a goal. For instance, high school students study hard, not just due to past reinforcement but also to achieve the goal of getting into a good college.
Tolman introduced the idea that behavior is influenced by...
219
Introduction to Learning01:18

Introduction to Learning

326
Learning is the process of acquiring knowledge or skills through practice or experience, leading to long-lasting behavioral changes. This acquisition occurs through interaction with the environment and requires practice or experience. For instance, mastering a skill such as surfing requires considerable practice and experience, highlighting the essential role of repeated interactions with the environment in learning.
In contrast to learned behaviors, unlearned behaviors such as crying, sexual...
326
Steps in the Modeling Process01:14

Steps in the Modeling Process

173
Albert Bandura's theory of observational learning identifies four critical processes: attention, retention, motor reproduction, and reinforcement or motivation.
Attention is the first necessary component for observational learning. It involves focusing on what the model is doing and saying. For example, if you decide to take a drawing class to enhance your skills, you need to pay close attention to the instructor's words and hand movements. The characteristics of the model significantly...
173
Avoidance Learning and Learned Helplessness01:14

Avoidance Learning and Learned Helplessness

1.7K
Avoidance learning and learned helplessness are critical concepts in understanding behavioral responses to negative stimuli.
Avoidance learning occurs when an organism learns that a specific behavior can prevent an unpleasant outcome. For example, a student who receives a bad grade may start studying harder to avoid future poor grades. This behavior persists even when the negative outcome is no longer present. Avoidance learning is powerful because it maintains behavior in the absence of the...
1.7K

You might also read

Related Articles

Articles linked to this work by shared authors, journal, and citation graph.

Sort by
Same author

Action video game playing impacts occupational screening for high-stakes professionals.

Communications psychology·2026
Same author

All Is Relative-A Call for Considering "Physiologically Informed" Control Conditions to Improve the Mechanistic Understanding of the Effects of Physical Exercise on Cognition.

Scandinavian journal of psychology·2026
Same author

PLFest: A New Platform for Accessible, Reproducible, and Open Perceptual Learning Research.

Journal of cognitive enhancement : towards the integration of theory and practice·2026
Same author

A novel multidimensional dynamic difficulty adjustment algorithm: Use case in a cognitive training video game.

Psychological methods·2026
Same author

Methods for a fully online automated cognitive training study on Prolific.

Acta psychologica·2025
Same author

A neurobiological taxonomy of sedentary behavior for brain health.

Trends in neurosciences·2025

Related Experiment Video

Updated: May 28, 2025

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

16.6K

Learning and Transfer: A Perspective From Action Video Game Play.

Daphne Bavelier1,2, C Shawn Green3

  • 1Faculty of Psychology and Education Science, University of Geneva.

Current Directions in Psychological Science
|February 14, 2025
PubMed
Summary

Action video games enhance cognitive skills by improving attentional control, leading to faster learning and broader skill generalization. This contrasts with typical cognitive training, which offers limited benefits beyond the trained task.

Keywords:
attentionlearningtransfervideo game

More Related Videos

Using Virtual Reality to Transfer Motor Skill Knowledge from One Hand to Another
05:12

Using Virtual Reality to Transfer Motor Skill Knowledge from One Hand to Another

Published on: September 18, 2017

545.8K
Development of an Audio-based Virtual Gaming Environment to Assist with Navigation Skills in the Blind
09:01

Development of an Audio-based Virtual Gaming Environment to Assist with Navigation Skills in the Blind

Published on: March 27, 2013

14.3K

Related Experiment Videos

Last Updated: May 28, 2025

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

16.6K
Using Virtual Reality to Transfer Motor Skill Knowledge from One Hand to Another
05:12

Using Virtual Reality to Transfer Motor Skill Knowledge from One Hand to Another

Published on: September 18, 2017

545.8K
Development of an Audio-based Virtual Gaming Environment to Assist with Navigation Skills in the Blind
09:01

Development of an Audio-based Virtual Gaming Environment to Assist with Navigation Skills in the Blind

Published on: March 27, 2013

14.3K

Area of Science:

  • Cognitive psychology
  • Neuroscience
  • Human-computer interaction

Background:

  • Cognitive training often yields limited transfer to untrained tasks.
  • Action video game (AVG) play is increasingly linked to cognitive skill enhancement.
  • Broad cognitive benefits from training are rare, making AVG effects noteworthy.

Purpose of the Study:

  • To investigate the mechanism by which action video game play enhances cognitive skills.
  • To propose that enhanced attentional control mediates broad cognitive benefits from AVG play.
  • To discuss theoretical and practical implications of this cognitive enhancement model.

Main Methods:

  • Review of existing research on action video game effects on cognition.
  • Theoretical framework development proposing attentional control as a mediator.
  • Discussion of generalization and learning principles in cognitive training.

Main Results:

  • Action video game play is associated with improvements in a wide range of cognitive skills.
  • Enhanced attentional control is proposed as the primary mechanism driving these broad benefits.
  • This enhanced control facilitates faster learning and skill acquisition in new tasks.

Conclusions:

  • Action video game play can promote significant and broad cognitive generalization.
  • Attentional control enhancement is a key factor in the cognitive benefits of AVG play.
  • Findings have implications for cognitive training strategies and understanding learning.