Skip to main content

Cognitive Enhancement Using ICT and Its Ethical Implications

  • Conference paper
  • First Online:
GeNeDis 2016

Part of the book series: Advances in Experimental Medicine and Biology ((AEMB,volume 989))

Abstract

The utilization of digital tools aiming at the cognitive enhancement of students and adults, so that they can achieve better performance and professional or academic success, has increased in recent years. This paper focuses on ICT tools such as computer games, programming languages and educational software as means for cognitive enhancement and attempts to highlight their contributions. Issues of design and the limitations of digital tools are discussed. In the final section, the ethical implications of using educational ICT tools for cognitive enhancement from a virtue ethics perspective are presented.

This is a preview of subscription content, log in via an institution to check access.

Access this chapter

Chapter
USD 29.95
Price excludes VAT (USA)
  • Available as PDF
  • Read on any device
  • Instant download
  • Own it forever
eBook
USD 169.00
Price excludes VAT (USA)
  • Available as EPUB and PDF
  • Read on any device
  • Instant download
  • Own it forever
Softcover Book
USD 219.99
Price excludes VAT (USA)
  • Compact, lightweight edition
  • Dispatched in 3 to 5 business days
  • Free shipping worldwide - see info
Hardcover Book
USD 219.99
Price excludes VAT (USA)
  • Durable hardcover edition
  • Dispatched in 3 to 5 business days
  • Free shipping worldwide - see info

Tax calculation will be finalised at checkout

Purchases are for personal use only

Institutional subscriptions

References

  1. Jak, A.J., A.M. Seelye, and S.M. Jurick. 2013. Crosswords to Computers: A Critical Review of Popular Approaches to Cognitive Enhancement. Neuropsychology Review 23 (1): 13–26.

    Article  PubMed  Google Scholar 

  2. Dresler, M., A. Sandberg, K. Ohla, C. Bublitz, C. Trenado, A. Mroczko-Wasowicz, S. Kühn, and D. Repantis. 2013. Non-pharmacological Cognitive Enhancement. Neuropharmacology 64: 529–543. doi:10.1016/j.neuropharm.2012.07.002.

    Article  CAS  PubMed  Google Scholar 

  3. Buchanan, A. 2011. Cognitive Enhancement and Education. Theory and Research in Education 9 (2): 145–162. doi:10.1177/1477878511409623.

    Google Scholar 

  4. Green, C.S., and D. Bavelier. 2015. Action Video Game Training for Cognitive Enhancement. Current Opinion in Behavioral Sciences 4: 103–108. Available at: http://linkinghub.elsevier.com/retrieve/pii/S2352154615000613.

    Article  Google Scholar 

  5. Connolly, T.M., et al. 2012. A Systematic Literature Review of Empirical Evidence on Computer Games and Serious Games. Computers & Education 59 (2): 661–686. doi:10.1016/j.compedu.2012.03.004.

    Article  Google Scholar 

  6. Papert, S. 1980. MindStorms, Children, Computers and Powerful Ideas. New York: Basic Books.

    Google Scholar 

  7. Georgouli, K., and C. Sgouropoulou. 2013. Collaborative Peer-Evaluation Learning Results in Higher Education Programming-Based Courses. ICBL2013 – International Conference on Interactive Computer Aided Blended Learning, 309–314.

    Google Scholar 

  8. Demetriadis, S., V. Giannouli, and T. Sapounidis. 2015. Robot Programming and Tangible Interfaces for Cognitive Training. In Handbook of Research on Innovations in the Diagnosis and Treatment of Dementia.

    Google Scholar 

  9. Vygotsky, L.S. 1962. In Thought and Language, ed. E. Hanfmann and G. Vakar. Cambridge, MA: The MIT Press.

    Google Scholar 

  10. Lave, J., and E. Wenger. 1991. Situated Learning. Legitimate Peripheral Participation. Cambridge: University of Cambridge Press.

    Book  Google Scholar 

  11. Doukakis, S., and N. Matzakos. 2013. Training Prospective Engineering Educators in the Use of GeoGebra for Simulation Construction. 12th International Conference on Information Technology Based Higher Education and Training (ITHET), 1–5. Antalya, Turkey: IEEE. Available at: http://ieeexplore.ieee.org/document/6671048/?arnumber=6671048.

  12. Gómez-Chacón, I.M., I.M. Romero Albaladejo, and M. del Mar García López. 2016. Zig-zagging in Geometrical Reasoning in Technological Collaborative Environments: A Mathematical Working Space-Framed Study Concerning Cognition and Affect. ZDM-The International Journal on Mathematics Education. Available at: http://link.springer.com/10.1007/s11858-016-0755-2.

  13. Takaci, D., G. Stankov, and I. Milanovic. 2015. Efficiency of Learning Environment Using GeoGebra When Calculus Contents Are Learned in Collaborative Groups. Computers and Education 82: 421–431.

    Article  Google Scholar 

  14. Hubert-Wallander, B., C.S. Green, and D. Bavelier. 2011. Stretching the Limits of Visual Attention: The Case of Action Video Games. Wiley Interdisciplinary Reviews: Cognitive Science 2 (2): 222–230.

    PubMed  Google Scholar 

  15. Plerou, A., P. Vlamos, and P. Kourouthanasis. 2014. Screening Dyscalculia and Algorithmic Thinking Difficulties. 1st International Conference on New Developments in Science and Technology Education.

    Google Scholar 

  16. Zibidis, D., M. Chionidou-Moskofoglou, and S. Doukakis. 2011. Primary Teachers’ Embedding Educational Software of Mathematics in Their Teaching Practices. International Journal of Teaching and Case Studies 3 (2/3/4): 216–227.

    Article  Google Scholar 

  17. Battaglia, F., and A. Carnevale. 2014. Epistemological and Moral Problems with Human Enhancement. Humana.Mente Journal of Philosophical Studies (26): III–XXI.

    Google Scholar 

  18. Racine, E., et al. 2014. The Value and Pitfalls of Speculation About Science and Technology in Bioethics: The Case of Cognitive Enhancement. Medicine, Health Care and Philosophy 17 (3): 325–337.

    Article  Google Scholar 

  19. Nida-Rümelin, J. 2007. Human Biotechnology as an Ethical and Social Challenge. In Humanbiotechnology as Social Challenge, ed. N. Knoepffler, D. Schipanski, and S.L. Sorgner, 129–135. Aldershot, Burlington: Ashgate Publishing.

    Google Scholar 

  20. MacIntyre, A. 1984. After Virtue. 2nd ed. Notre Dame: Univ. of Notre Dame Press.

    Google Scholar 

  21. Grodzinsky, F. 2001. The Practitioner from Within: Revisiting the Virtues. In Readings in Cyberethics, ed. A.R. Spinello and T.H. Tavani, 580–591. Jones and Bartlett Publishers.

    Google Scholar 

  22. Stamatellos, G. 2011. Computer Ethics and Neoplatonic Virtue: A Reconsideration of Cyber Ethics in the Light of Plotinus’ Ethical Theory. International Journal of Cyber Ethics in Education 1 (1): 1–11.

    Article  Google Scholar 

  23. Hermanns, S. 2007. How Virtuous is the Virtual? Perspectives on New Media. Quality of Life and Virtue Ethics, CEPE 2007 July 12–14, University of San Diego, USA.

    Google Scholar 

  24. Roberts, C.R., and W.J. Wood. 2007. Intellectual Virtues: An Essay in Regulative Epistemology. Oxford: Oxford University Press.

    Book  Google Scholar 

  25. Coleman, K.G. 2001. Android Arete: Toward a Virtue Ethic for Computational Agents. Ethics and Information Technology 3 (4): 247–265.

    Article  Google Scholar 

Download references

Author information

Authors and Affiliations

Authors

Corresponding author

Correspondence to Spyros Doukakis .

Editor information

Editors and Affiliations

Rights and permissions

Reprints and permissions

Copyright information

© 2017 Springer International Publishing AG

About this paper

Cite this paper

Doukakis, S., Stamatellos, G., Glinou, N. (2017). Cognitive Enhancement Using ICT and Its Ethical Implications. In: Vlamos, P. (eds) GeNeDis 2016 . Advances in Experimental Medicine and Biology, vol 989. Springer, Cham. https://doi.org/10.1007/978-3-319-57348-9_21

Download citation

Publish with us

Policies and ethics