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<ArticleSet>
<Article>
<Journal>
				<PublisherName>Payame Noor University</PublisherName>
				<JournalTitle>Neuropsychology</JournalTitle>
				<Issn>2476-5023</Issn>
				<Volume>1</Volume>
				<Issue>3</Issue>
				<PubDate PubStatus="epublish">
					<Year>2016</Year>
					<Month>03</Month>
					<Day>18</Day>
				</PubDate>
			</Journal>
<ArticleTitle>The Impact of Computer Games on the Speed of Learning and the Transfer of Information Between the two Hemispheres of the Brain</ArticleTitle>
<VernacularTitle>The Impact of Computer Games on the Speed of Learning and the Transfer of Information Between the two Hemispheres of the Brain</VernacularTitle>
			<FirstPage>57</FirstPage>
			<LastPage>67</LastPage>
			<ELocationID EIdType="pii">3035</ELocationID>
			
			
			<Language>FA</Language>
<AuthorList>
<Author>
					<FirstName>Seyed Younes</FirstName>
					<LastName>Mohammadi</LastName>
<Affiliation></Affiliation>

</Author>
<Author>
					<FirstName>Mitra</FirstName>
					<LastName>Golzari</LastName>
<Affiliation>Staff</Affiliation>

</Author>
<Author>
					<FirstName>Moihammad</FirstName>
					<LastName>Oraki</LastName>
<Affiliation></Affiliation>

</Author>
</AuthorList>
				<PublicationType>Journal Article</PublicationType>
			<History>
				<PubDate PubStatus="received">
					<Year>2016</Year>
					<Month>01</Month>
					<Day>15</Day>
				</PubDate>
			</History>
		<Abstract>Introduction: The aim of this study was to determine the influence of games on the speed of learning and the transfer of information between the two hemispheres of brain. Method: The design of the study was quasi-experimental and the sampling estimation was based on Cohen&#039;s table. There were  15 patients in each group (experimental group and control) who voluntarily took part in the research and they  were tested by pre-test and post-test. In order to measure the speed of data transfer between the hemispheres of the brain and the speed of learning among users, the device of drawing in the mirror was used. To analyze the data ANCOVA was performed by software SPSS 20. Findings: Results showed a significant relationship between playing games and the learning speed and transfer of information between the two hemispheres of the brain. Conclusion: Games influence the speed of learning and transfer of information between the two hemispheres of the brain.</Abstract>
			<OtherAbstract Language="FA">Introduction: The aim of this study was to determine the influence of games on the speed of learning and the transfer of information between the two hemispheres of brain. Method: The design of the study was quasi-experimental and the sampling estimation was based on Cohen&#039;s table. There were  15 patients in each group (experimental group and control) who voluntarily took part in the research and they  were tested by pre-test and post-test. In order to measure the speed of data transfer between the hemispheres of the brain and the speed of learning among users, the device of drawing in the mirror was used. To analyze the data ANCOVA was performed by software SPSS 20. Findings: Results showed a significant relationship between playing games and the learning speed and transfer of information between the two hemispheres of the brain. Conclusion: Games influence the speed of learning and transfer of information between the two hemispheres of the brain.</OtherAbstract>
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			<Object Type="keyword">
			<Param Name="value">games</Param>
			</Object>
			<Object Type="keyword">
			<Param Name="value">Learning Speed</Param>
			</Object>
			<Object Type="keyword">
			<Param Name="value">data transfer</Param>
			</Object>
			<Object Type="keyword">
			<Param Name="value">Hemispheres of the brain</Param>
			</Object>
		</ObjectList>
<ArchiveCopySource DocType="pdf">https://clpsy.journals.pnu.ac.ir/article_3035_4dcf0f43ad441d9f9a93e4bdcc9df04a.pdf</ArchiveCopySource>
</Article>
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