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原田英語の時事英語ジュニア|英語ニュース ワークシート(高校生レベル)

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ゲームで頭が良くなる?アメリカの子ども5000人超を2年間追った研究でわかったこと

Children Who Gamed More Showed Larger Gains in Intelligence

音声・ゲームはこちらから

1U.S. children who played video games more than their peers showed larger intelligence gains over two years, researchers at Sweden's Karolinska Institutet have found. The study, carried out with Vrije Universiteit Amsterdam in the Netherlands, was published in the journal Scientific Reports on May 11, 2022.

2The team used data from the Adolescent Brain Cognitive Development (ABCD) Study, a large U.S. research project. More than 9,000 children aged nine or ten took a set of tests measuring their general thinking skills. Two years later, a little over 5,000 of the children repeated the tests.

3On average, the children spent 2.5 hours a day watching TV and online videos, half an hour on social media and one hour playing video games. Those who played more games than average raised their scores by about 2.5 IQ points more than the average child. Time on social media had no clear effect, either positive or negative. In their analysis, the researchers took into account genetic differences linked to intelligence, as well as parents' education and income.

4Torkel Klingberg, a professor of cognitive neuroscience at the Karolinska Institutet, said the results support the idea that screen time generally does not harm children's thinking skills. He added that video games can help boost intelligence. However, the study followed children over time and was not an experiment in which some children were told to play games and others were not.

5Klingberg said the team did not examine how screen time affects physical activity, sleep, well-being or school performance. The study also did not separate different types of video games. Screen time was self-reported, so some of the figures may not be accurate. Because only children in the U.S. were studied, the results may not apply to countries with different gaming habits.

Words 単語

gainsB1名伸び、増加(gain の複数形)the amount by which something goes up
intelligenceA2名知能the ability to learn and solve problems
measuringB1動はかる(measure の -ing 形)finding out the size or amount of something
took into accountA2熟~を考えに入れたthought about something when making a decision
geneticB1形遺伝の、遺伝子のpassed from parents to children through the body
incomeB1名収入money that a person or family earns
boostB2動高める、伸ばすto make something higher or stronger
experimentB1名実験a test done to find out what happens
self-reported外形自己申告のgiven by the people themselves, not measured
applyA2動当てはまるto be true for a person or situation

単語のレベル:CEFR-J(『CEFR-J Wordlist Version 1.6』 東京外国語大学投野由紀夫研究室. (URL: https://www.cefr-j.org/download.html より 2026年8月ダウンロード))

1. Reading Quiz 本文の内容に合うものを選ぼう

  1. When was the study published?

    A. October 24, 2022B. May 11, 2022C. May 11, 2026D. October 14, 2026

  2. How many children repeated the tests two years later?

    A. A little over 500B. About 2,000C. A little over 5,000D. More than 9,000

  3. What did the researchers take into account in their analysis?

    A. The type of games children playedB. Children's sleep and exerciseC. Children's school gradesD. Genetic differences and parents' education and income

  4. What did Torkel Klingberg say?

    A. Video games can help boost intelligence.B. Children should play games for three hours a day.C. Social media harms thinking skills.D. Games improve school performance.

  5. Why may the results not apply to every country?

    A. The tests were too easy.B. The children were too old.C. Only children in the U.S. were studied.D. The study lasted only one week.

2. True or False 正しければ T、違っていれば F

  1. (     ) The study was carried out with a university in the Netherlands.

  2. (     ) The children spent more time on social media than on video games.

  3. (     ) Some children were told to play games as part of an experiment.

  4. (     ) The team did not examine how screen time affects sleep.

3. Fill in the Blanks 下の語から選んで空らんをうめよう(形を変えずに)

gainsmeasuringintelligenceself-reportedboostexperiment

  1. U.S. children who played video games more than their peers showed larger intelligence _____ over two years, researchers at Sweden's Karolinska Institutet have found.

  2. Screen time was _____, so some of the figures may not be accurate.

  3. More than 9,000 children aged nine or ten took a set of tests _____ their general thinking skills.

  4. He added that video games can help _____ intelligence.

  5. However, the study followed children over time and was not an _____ in which some children were told to play games and others were not.

  6. In their analysis, the researchers took into account genetic differences linked to _____, as well as parents' education and income.

4. Word Order 語を並べかえて正しい文にしよう

  1. ( on / clear / negative / effect, / media / either / Time / positive / social / or / had / no ) .

  2. ( added / games / video / can / that / boost / He / help / intelligence ) .

  3. ( of / separate / did / The / types / video / different / not / games / also / study ) .

5. Think and Write 英語で答えてみよう

  1. Do you think video games are good or bad for teenagers? Give your reasons.(ゲームは10代にとってよいものだと思いますか、悪いものだと思いますか?理由を述べよう。)

  2. If you could design a study on gaming and the brain, what would you want to find out? Explain why.(もしゲームと脳についての研究を計画できるなら、何を調べたいですか?理由を説明しよう。)

Answers 解答

1. (1) B (2) C (3) D (4) A (5) C

2. (1) T (2) F (3) F (4) T

3. (1) gains (2) self-reported (3) measuring (4) boost (5) experiment (6) intelligence

4.

  1. Time on social media had no clear effect, either positive or negative.
  2. He added that video games can help boost intelligence.
  3. The study also did not separate different types of video games.

全文訳

1ほかの子よりゲームをする時間が長いアメリカの子どもは、2年間での知能の伸びが大きかったことが、スウェーデンのカロリンスカ研究所の研究者たちの調査でわかりました。研究はオランダのアムステルダム自由大学と共同で行われ、2022年5月11日に学術誌「サイエンティフィック・リポーツ」に掲載されました。

2研究チームは、アメリカの大規模な研究プロジェクト「ABCDスタディ(思春期の脳と認知の発達研究)」のデータを使いました。9歳か10歳の9000人以上の子どもが、全体的な考える力をはかる一連のテストを受けました。そのうち5000人を少し超える子どもが、2年後に同じテストをもう一度受けました。

3子どもたちは平均で1日に、テレビやネットの動画に2時間半、SNSに30分、ゲームに1時間を使っていました。ゲームの時間が平均より長い子は、平均的な子よりもIQ(知能指数)が約2.5ポイント多く伸びていました。SNSの時間には、よい方向にも悪い方向にも、はっきりした影響はありませんでした。分析では、知能に関わる遺伝のちがいや、親の学歴・収入のちがいも考えに入れました。

4カロリンスカ研究所で認知神経科学を研究するトーケル・クリングベリ教授は、この結果は「画面を見る時間は、ふつう子どもの考える力をそこなわない」という考えを支えるものだと話しました。さらに、ゲームは知能を伸ばす助けになりうる、とも述べました。ただし、この研究は子どもたちを時間をかけて追いかけたもので、ある子にはゲームをさせ、ほかの子にはさせない、という実験ではありません。

5クリングベリ教授によると、研究チームは、画面を見る時間が運動量や睡眠、心と体の健康、学校の成績にどう影響するかは調べていません。また、この研究ではゲームの種類を分けていません。画面を見る時間は調査への答え(自己申告)によるものなので、正確でない数字があるかもしれません。アメリカの子どもだけを調べたので、ゲームの習慣がちがう国にはこの結果が当てはまらないかもしれません。

文法ポイント:前置詞 + 関係代名詞(in which)

関係代名詞 which の前に前置詞を置き、「その中で~する」のように前の名詞をくわしく説明する。本文の an experiment in which some children were told to play games は「ある子どもたちがゲームをするよう言われる実験」。in which は「その実験の中で」の意味。

出典:Karolinska Institutet(EurekAlert!)、Karolinska Institutet、Scientific Reports(PubMed Central) ほか(記事は原田英語の時事英語ジュニアのオリジナル)|https://www.haradaeigo.com/jijieigo-junior/news/2026-10-13-video-games-intelligence-study/