Well-being and cognitive health through logical neuroaxiology and working memory with didactic games
Keywords:
Educational activities; cognitive well-being; mental function; working memory; cognitive neuroscience; emotional healthAbstract
Introduction: Educational games enhance cognitive function and working memory, but their use in university teaching is limited.
Objective: To assess well-being and cognitive health through logical neuroaxiology and working memory with didactic games.
Material and Methods: The study was conducted between July and December 2022 in Ica, Peru, with research seedbed students. Educational games of color cube riddles and identification of seashells were employed and replicated three times to ensure consistent results. ANOVA was used for statistical analysis with a significance level of α = 0.05.
Results: The average time in color riddles was 5 minutes and 77 seconds with a standard deviation of 0.75 and coefficient of variation of 13.09%. Meanwhile, in seashell identification, the average time was 1 minute and 16 seconds, margin of error of ±0:054 minutes, coefficient of variation of 28.78%, average matching error of 1.78 ± 0.13, and a significant difference between repetitions (p = 0.04).
Conclusions: Consistency in cognitive performance suggested stable skills, although there were fluctuations, perhaps due to lack of attention. The complex transition between educational games challenged logical function and working memory. Cognition and mental health are improved, but limitations in the educational effectiveness of educational games must be addressed to enhance focus.
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