Questão c060efe2-b8
Prova:UECE 2014
Disciplina:Inglês
Assunto:Interpretação de texto | Reading comprehension

Recent research undertaken with older adults at the University of California presented significant results in relation to cognitive training using a certain driving game. They are significant due to the evidence that

TEXT

    For a $14.95 monthly membership, the website Lumosity promises to “train” your brain with games designed to stave off mental decline. Users view a quick succession of bird images and numbers to test attention span, for instance, or match increasingly complex tile patterns to challenge memory.

    While Lumosity is perhaps the best known of the brain-game websites, with 50 million subscribers in 180 countries, the cognitive training business is booming. Happy Neuron of Mountain View, Calif., promises “brain fitness for life.” Cogmed, owned by the British education company Pearson, says its training program will give students “improved attention and capacity for learning.” The Israeli firm NeurMuch of the focus of theonix is developing a brain stimulation and cognitive training program that the company calls a “new hope for Alzheimer’s disease.”

    Much of the focus of the brain fitness business has been on helping children with attention-deficit problems, and on improving cognitive function and academic performance in healthy children and adults. An effective way to stave off memory loss or prevent Alzheimer’s — particularly

    The problem, Dr. Doraiswa if it were a simple website or video game — is the “holy grail” of neuroscience, said Dr. Murali Doraiswamy, director of the neurocognitive disorders program at Duke Institute for Brain Sciences. The problem, Dr. Doraiswamy added, is that the science of cognitive training has not kept up with the hype. “Almost all the marketing claims made by all the companies go beyond the data,” he said. “We need large national studies before you can conclude that it’s ready for prime time.”

    For centuries, scientists believed that most brain development occurred in the first few years of life — that by adulthood the brain was largely immutable. But over the past two decades, studies on animals and humans have found that the brain continues to form new neural connections throughout life. But questions remain whether an intervention that challenges the brain — a puzzle, studying a new language or improving skill on a video game — can really raise intelligence or stave off normal memory loss.

    A series of studies in recent years has suggested that certain types of game training can improve a person’s cognitive performance. In February 2013, however, an analysis of 23 of the best studies on brain training, led by the University of Oslo researcher Monica Melby-Lervag, concluded that while players do get better, the increase in skill hasn’t been shown to transfer to other tasks. In other words, playing Sudoku or an online matching game makes you better at the game, but it doesn’t make you better at math or help you remember names or where you left your car keys.

    But other studies have been more encouraging. Last September, the journal Nature published a study by researchers at the University of California, San Francisco, that showed a driving game did improve short-term memory and longterm focus in older adults. The findings are significant because the research found that improvements in performance weren’t limited to the game, but also appeared to be linked to a strengthening of older brains over all, helping them to perform better at other memory and attention tasks.

    In addition, brain monitoring during the study showed that in older participants, game training led to bursts in brain waves associated with attention; the patterns were similar to those seen in much younger brains.

    Earlier this year, the National Institutes of Health invited applications to more rigorously test brain fitness training to stave off cognitive decline. Researchers say they hope the effort will help establish a consistent standard for determining whether a brain-training intervention works.

    But while the science remains unclear, entrepreneurs have seized on what is likely to be a sizable marketing opportunity. In May, hundreds of researchers and businesses will gather in San Francisco for the NeuroGaming Conference and Expo to explore the latest research and the newest technology.

    While there is no real risk to participating in the many unproven brain-training games available online and through smartphones, experts say, consumers should know that the scientific jury is still out on whether they are really boosting brain health or just paying hundreds of dollars to get better at a game.

    “I’m not convinced there is a huge difference between buying a $300 subscription to a gaming company versus you yourself doing challenging things on your own, like attending a lecture or learning an instrument,” Dr. Doraiswamy said. “Each person has to personalize for themselves what they find fun and challenging and what they can stick with.”

From: www.nytimes.com, March 10, 2014

A
older adults’ brains do not react to such stimuli as games.
B
level of performance in the game could not be transferred to other tasks.
C
better performance in the game also meant better performance in other memory and attention activities.
D
young adults had, in a previous study, performed similar tasks with equivalent results.

Gabarito comentado

E
Ezequiel FragosoMentor Qconcursos

Tema central: A questão trabalha com interpretação de texto em inglês, mais especificamente a identificação da ideia principal sobre a eficácia de jogos de treinamento cerebral em adultos mais velhos, com foco em transferência de aprendizado (transfer of learning).

Conceitos essenciais: Destacamos dois pontos teóricos importantes:

  • Transferência de aprendizado: É a habilidade de aplicar melhorias obtidas em uma tarefa para outras áreas ou contextos.
  • Plasticidade cerebral: Refere-se à capacidade do cérebro de se adaptar e criar novas conexões ao longo da vida.

No texto, um estudo da Universidade da Califórnia mostrou que adultos mais velhos que usaram um jogo de direção não só melhoraram no próprio jogo, mas também apresentaram avanços em memória e atenção em outras atividades – evidência clara de transferência positiva de aprendizado.

Justificativa da alternativa correta (C):

“better performance in the game also meant better performance in other memory and attention activities.”

Essa alternativa está correta, pois o texto indica claramente que as melhorias no jogo resultaram em avanços em outras tarefas cognitivas. Assim, há relação direta entre o desempenho no jogo e em outras áreas, confirmando o conceito de transferência de aprendizado.

Análise das alternativas incorretas:

  • A) Errada. O texto mostra que há reação dos cérebros dos adultos, inclusive melhorias.
  • B) Errada. Justamente o oposto do que o texto relata: a performance elevada foi transferida sim para outras tarefas.
  • D) Errada. O texto não faz referência a estudos com jovens adultos em relação aos mesmos resultados.

Como interpretar com segurança: Em questões de leitura, procure termos como “also”, “in addition”, “transfer”, “evidence”, que geralmente indicam ligação entre ideias e resultados. Atenção também à negação ou ausência de informações sobre grupos diferentes (como em D).

Síntese: A questão exige enxergar a relação de causa e efeito entre o uso do jogo e a melhora em outras funções mentais, apoiada pelos conceitos de transferência de aprendizado e plasticidade cerebral.

Gostou do comentário? Deixe sua avaliação aqui embaixo!

Estatísticas

Aulas sobre o assunto

Questões para exercitar

Artigos relacionados

Dicas de estudo