We can demonstrate classical conditioning in children via video games. In 2010, Cornejo, Castillo, Saavedra, and Vogel, used a simple video game to demonstrate predictive situations.
The video game worked as followed:
In this new task you will be shown aliens shooting at a cloud. You have to learn WHICH of the aliens CAN and which CANNOT make rain.
Each time an alien appears shooting, you will have to tell whether or not it is going to rain by pressing a key on the computer. There will
immediately appear a cloud with drops of rain or without drops of rain, showing what happened after the shooting. Pay attention to what happens after the shot, since you will be asked about which aliens MAKE RAIN and which aliens DO NOT MAKE RAIN.
PRESS THE SPACE BAR TO CONTINUE.
To make sure that the instructions on the screen were understood, the following instruction appeared:
So, your task consists of learning which aliens MAKE rain and which aliens DO NOT MAKE rain.
To indicate they make rain press key “S” and press key “N” to indicate they won’t make rain.
You should press only ONE key
PRESS THE SPACE-BAR TO CONTINUE
Each different alien was associated with a key on the keyboard (keys A through H).
Training Phase:
- Some aliens were paired and some were not.
- Aliens A (8 drops), B (8 drops), and EF (8 drops) were followed by rain.
- Aliens C, D, and GH were not followed by rain.
- At the end of training, children were asked to guess how many drops of rain will follow the shootings of A, B, and AB
Test Phase:
- Aliens shown were: A (8 drops), B (8 drops), EF (8 drops), AB (16 drops), C, D, GH, CD.
The results of the test showed that the children were able to discriminate between the aliens that produce rain and the ones that do not produce rain. Also the children had greater predictive value with the combination of AB than predicting A, B, or EF. This game shows that children were processing each individual alien (even those in compounds – 2 aliens at a time).