Being bilingual can help keep your brain in good condition

Steffanie Zazulak
A  silohuette of a side profile of a womans head inside her head space is a ocean sunset

Learning and understanding a new language is one of the most challenging things that your brain can do. But as well as the advantage of acquiring another language, it appears that the effort of giving your brain a good workout today by being bilingual could keep it in better condition in later life.

Research led by Dr. Daniela Perani, a professor of psychology at in Milan, found that people who speak two or more languages seem to weather the ravages of Alzheimer’s disease better compared to people who have only mastered one language. Alzheimer’s is a progressive mental deterioration that can begin in middle or old age due to generalized brain degeneration.

The study involved 85 people with Alzheimer’s – half of whom spoke both German and Italian and half who spoke only one language. The researchers found that bilingual patients had greater connectivity in key brain areas. This was especially in the part of the brain that governs “executive control” – a set of necessary behavioral cognitive processes that include problem-solving, working memory, reasoning and attentional control. The study also noted that the bilingual Alzheimer’s patients showed less severe symptoms of the disease.

The study concluded: “Our findings suggest that the effects of speaking two languages are more powerful than both age and education in providing a protection against cognitive decline.”

Bilingualism and the brain

Although Alzheimer’s disease is currently incurable, the study supports a popular theory that people who have higher levels of education function longer with little manifestation of the illness. Part of the reason why bilingual brains may be better at resisting Alzheimer’s could be due to a lifetime of switching between languages daily.

Learning and speaking more than one language changes how the brain carries out tasks that require focus and concentration on a certain piece of information without being distracted. It can also increase the density of white matter (connections) in the brain, meaning that there are more connections between brain parts, thus making this part of the brain more resistant to degeneration.

This is supported by a study conducted by a team led by Professor Ana Inés Ansaldo at the , which suggests that bilingual people have more robust and more efficient brains compared to those who only speak one language. This is one of the reasons why a bilingual brain can be a buffer against aging and dementia.

They recruited elderly people, half of whom spoke only one language and the other half who had learned a second language between the ages of 11 and 18. All performed equally well on a task that involved focusing on an object's color while ignoring its position, but brain scans revealed a big difference in how they processed the task.

“While bilinguals were recruiting very specific brain areas and a small number of areas to perform the task, monolinguals were recruiting a much larger number of areas that were consuming much more resources. And the networks they were using were very, very complex,” says Professor Ansaldo. “That led us to think that the bilingual brain was more efficient in terms of the amount of resources that bilingual people require to do complex tasks as opposed to the monolingual brain.”

The study concludes that bilingualism shapes the brain in a different way or how people approach complex tasks. It could be because bilinguals must inhibit the language they are not using to focus on the one that they are using.

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    Myth #2: It replaces learning in the classroom

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    Myth #4:You can't learn in the workplace

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    Is game-based learning technology a waste of time?

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    We feel that game-based learning (GBL) is a waste of time… if not properly understood. Even then, one could argue that "wasting time" is a vital part of learning and perhaps we need to stop insisting that every second counts.

    Game-based learning vs. Gamification: Understanding the difference

    Let’s begin by first addressing the term "game-based learning" and how it compares to its doppelgänger, gamification. Gamification is the application of game mechanics and dynamics to non-game contexts to solve problems, engage users and promote desired behaviours. For example, rewarding acheivements with points, awards or badges for achievement, levelling up, using avatars, quests and collaboration are all gamification features, which elevate games above the mundane activities of normal life.

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    Game-based learning in action: More than just play

    Gamification does not refer to the straightforward use of games (whether digital or otherwise) as part of a teaching or learning interaction. A teacher using the board game Monopoly in the classroom to demonstrate the idea of rent is not gamifying the learning environment; they are involving learners in game-based learning. GBL refers to the use of games as tools: as devices for opening discussion, presenting concepts or promoting learner engagement within clearly defined learning objectives, in other words, learning through playing games. Gamification is the appropriation of those principles, mechanics and dynamics that make games work in order to promote engagement or engender a desired outcome.

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    Sharma and Barrett’s definition of blended learning provides a useful context for approaching the use of digital games in such modalities, notably the combination of “a face-to-face classroom component with an appropriate use of technology”. We’re making no assumptions about whether the games are being accessed in the classroom, on mobile or online at home. The blend isn’t defined by where a learner is, but by how their use of technology supports and enhances their contact with the teacher.

    The notion of appropriateness in Sharma and Barrett’s definition is critical as, in the case of a GBL project, it assumes a teacher has a familiarity with both the tech and content accessibility of a selected game. Acquiring that level of familiarity with a game requires a certain amount of time engaging with it to determine its fit for the needs of the learners, an activity which might easily be considered off task when compared to the other demands being made on an educator’s schedule.

    How GBL fuels engagement and deeper learning

    The benefits of GBL with digital games are potentially quite profound, however. First, studies indicate that playing video games in general can stimulate the generation of neurons and enhance connectivity between the regions of the brain responsible for memory formation, spatial orientation and strategic thinking. The right pairing of game and learning objectives could be argued to promote situated cognition, a theory that knowledge is constructed through – and inseparable from – social interactions and the context in which they take place. A learner immersed in SimCity stands a much greater chance of understanding the principles of taxation and the provision of public services through playing the role of a mayor, for example, than a learner being walked through the annual budget. As Lim et al. state: “games are effective because learning takes place within a meaningful context where what must be learned is directly related to the environment in which learning and demonstration take place”.

    Early-stage research on mirror neurons is adding a new aspect to the discussion around the immediacy of playing games. In short, mirror neurons suggest that when we observe someone performing an action, there is a brief moment in which our brain cells fire as if we are carrying out that action ourselves. The boundary between observer (player) and observed (in-game character) becomes blurred for a split second. A lot can happen in that split second.

    In addition to the benefits of an immersive, neuron-stroking experience, games demonstrably promote learner engagement by introducing the F-bomb into the mix (fun). They also have the capacity to provide an unrivalled social experience, as in the case of MMORPGs (massively multiplayer online role-playing games). As an example, consider how a leading MMORPG game, World of Warcraft, is applied in learning environments.

    Addressing concerns and embracing change

    However, there are often deep-seated cultural aversions to the use of games in an educational context that GBL initiatives are required to overcome. Critics have said that digital games are anti-social, that they rot your attention span, that they are not legitimate, validated learning resources. Although there is not yet a body of research that can empirically confirm or debunk the effectiveness of games used for learning, surely watching a learner plan, execute and evaluate a project in Minecraft with classmates suggests that those objections are based on dated assumptions. The language learning space in particular is still very much attached to a coursebook paradigm that is predicated on levels and a clearly defined syllabus. Perhaps GBL is too much at odds with an established business model that is the bedrock of too many large education organisations.

    So is GBL a waste of time? We’d argue that it is when its potential is not properly recognised and it is treated as light relief. Games are dynamic, engaging resources capable of delivering experiences and drawing connections that can really ignite a student’s learning experience. Furthermore, they bring a playful and unpredictable aspect to the learning process.