Questão c06743b6-b8
Prova:UECE 2014
Disciplina:Inglês
Assunto:Interpretação de texto | Reading comprehension

According to a study conducted by Monica Melby-Lervag at the University of Oslo, applying oneself to an activity such as playing Sudoku

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
does not help transferring the skill to other tasks, like remembering names.
B
considerably helps to have better performance in mathematics.
C
contributes to both better performance in the activity itself and in other attention tasks.
D
is very effective in terms of helping you remember things such as the place where you left your car keys.

Gabarito comentado

A
Arthur DominatoMentor Qconcursos

Tema central da questão: Interpretação de texto em língua inglesa com foco na capacidade de transferência de aprendizagem em treinamentos cognitivos, conforme estudo científico citado.

Conceito-chave: A questão aborda o conceito de “transferência de aprendizado”, fundamental em provas de interpretação de texto. Isso diz respeito a aplicar habilidades aprendidas em uma atividade para outras situações ou tarefas diferentes. Existem dois tipos principais:

  • Transferência próxima (near-transfer): Aprimora-se em tarefas similares à treinada.
  • Transferência distante (far-transfer): Habilidade transferida para tarefas não relacionadas.

No texto, Monica Melby-Lervag realizou uma análise de estudos sobre jogos de treinamento cerebral, como Sudoku. A principal conclusão foi: os jogadores melhoram apenas nas tarefas praticadas, mas essa melhora não se transfere para outras habilidades externas, como lembrar nomes ou fazer contas matemáticas.

Análise da alternativa correta:

A) does not help transferring the skill to other tasks, like remembering names.

Esta é a alternativa CORRETA. Reflete exatamente o que está no texto: “it doesn’t make you better at math or help you remember names or where you left your car keys.” Ou seja, a habilidade adquirida no jogo não é transferida para tarefas do dia a dia.

Por que as outras alternativas estão ERRADAS:

B) Diz que ajudaria em matemática — o texto nega essa transferência.
C) Afirma melhora tanto no jogo quanto em outras tarefas de atenção — o texto só confirma melhora na tarefa treinada.
D) Diz ser “muito eficaz” para lembrar objetos, mas o texto diz exatamente o oposto.

Estratégia de prova: Sempre foque em palavras-chave no texto, como “hasn’t been shown to transfer to other tasks”, e desconfie de alternativas que ampliam indevidamente as conclusões dos estudos. Esteja atento a detalhes e exemplos específicos citados pelo autor!

Em síntese: Transferência distante não foi evidenciada no estudo citado. Treinamento em Sudoku não faz você melhorar em outras habilidades do cotidiano.

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