What is E-Fun: Executive Functioning Games for Groups and Classes?
E-Fun: Executive Functioning Games for Groups and Classes is a research-based approach to providing engaging, multisensory, and multi-processing games that develop and strengthen executive functioning (EF) skills. It is a flexible and fun method that can be used by:
- Mentors coaches, or therapists
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Teachers, learning specialists, or educational therapists:
- Tier 1 instruction is for the general classroom and can be used as full lessons or shortened as brain breaks.
- Tier 2 instruction is for support and prevention. It targets learning difficulties as soon as they arise.
- Tier 3 instruction is for support and prevention. It offers aid for more chronic learning problems.
E-Fun is Entertaining:
E-Fun: Executive Functioning Games for Groups and Classes was designed to gamify difficult concepts to teach, such as listening, focusing, memory, emotional regulation, task switching skills, and more, while bringing delight to learning. It is crafted to work with children through adults. These games offer engaging community-building activities that can then be shortened into brain breaks that can accommodate any schedule.
Why Games?
Bringing games into groups often activates joy and excitement in the learning process. These positive feelings are a result of dopamine, a neurotransmitter, being released in the brain. This not only creates a positive association with the learning process, but research also shows that dopamine improves one's motivation, working memory, episodic memory, and spatial learning (Kempadoo et al., 2016b).
What is the Format?
This publication was designed so that group or classroom implementation requires minimal preparation. Each activity in the publication offers the following:
- Processing and cognitive benefits
- Clear objectives
- Detailed scripts
- Debriefing and discussion questions
- Extension ideas
The Research Behind E-Fun Class Acts
The science behind EF games is rooted in the study of cognitive psychology and neuroscience. Studies have shown that engaging in games that challenge and stimulate the prefrontal cortex can help improve EF skills and help create community in the classroom. In addition, research has shown that group games can have a positive impact on participants's working memory, cognitive flexibility, and inhibitory control. In general, memory, visualization, and inner voice games can help improve working memory. Games that require participants to inhibit their impulses, such as games that involve taking turns or following rules, can help improve their inhibitory control. And games that require participants to think flexibly, such as those that involve problem-solving or strategy, can help improve their cognitive flexibility.
E-Fun Games Honors All Subtypes of Executive Functions
EF is responsible for many higher-level thinking skills, including planning, time management, and organization. However, at its core, EF can be broken into three foundational parts or skills. Understanding each of these components is vital to understanding how to use EF and improve your students’ academic performance and behavior.
The three main parts of EF are working memory, inhibitory control, and cognitive flexibility. I like to think of them as players or colorful characters that embody their names. I see them as the primary colors of cognition. Working memory is your memory working, and I envision it to be the vibrant and energetic color yellow. Inhibitory control is our ability to control our inhibitions, and I picture it as red. Like a red stop sign, we often need to curb our cravings and block distractions. Finally, cognitive flexibility refers to flexible cognition or thoughts. I imagine it to be much like the color blue— responsive waters that flow and constantly adapt to the rocky riverbeds.

© Erica Warren LLC