Cognitive Training Effects in Adults Using Brain-Plasticity-Based Computer Games
使用基于大脑可塑性的电脑游戏对成人进行认知训练的效果
基本信息
- 批准号:8289962
- 负责人:
- 金额:$ 33.84万
- 依托单位:
- 依托单位国家:美国
- 项目类别:
- 财政年份:2012
- 资助国家:美国
- 起止时间:2012-06-01 至 2017-05-31
- 项目状态:已结题
- 来源:
- 关键词:AdultAgeAge-associated memory impairmentAttentionAuditoryBrainCherry - dietaryCognitionCognitiveComplexComputersDataDementiaDiscriminationDissociationEducational InterventionEffectivenessElderlyImpaired cognitionInfluentialsInterventionLeadLearningLiteratureLong-Term EffectsMapsMeasuresMemoryModalityOutcome MeasureParticipantPatternPerformancePilot ProjectsProcessRandomizedRegimenReportingResearchResearch DesignResearch Project GrantsScienceShort-Term MemorySpecificitySpeedStructureTestingTimeTrainingVideo GamesVisuospatialbasecognitive changecognitive trainingcomputer designdesigneffective interventionexecutive functionexperiencefitnessfollow-upimprovedindexinginsightneuropsychologicalnovelperceptual organizationprimary outcomeprocessing speedprogramsskillsyoung adult
项目摘要
DESCRIPTION (provided by applicant): Cognitive decline with age is well documented (e.g., Meade & Park, 2009) and a major concern for older adults (e.g., Reese & Cherry, 2004) that has implications for functional independence and everyday activity performance (e.g., Yaffe et al., 2002). A rapidly growing research effort assesses interventions to ameliorate cognitive decline with age (e.g., Hertzog et al., 2009; Willis & Schaie, 2007). Traditional cognitive skill/strategy training has typically resulted in training effects that, while durable, are concentrated on outcome measures fairly similar to the trained tasks (i.e., near transfer problem, Green & Bavelier, 2008; Kramer & Willis, 2002). Studies of training effects in young adults (e.g., Boot et al., 2008) suggest that a computer game-based approach may be more likely to yield far transfer effects, and a small but growing literature with older adults supports
this idea (Basak et al, 2007). The proposed research extends previous studies (e.g., Ball et al., 2002; Berry et al., 2010; Smith et al., 2009) that have used computer games specifically designed (Mahncke et al., 2006a) to train relatively low-level auditory and visuospatial target identification and discrimination, as well as speed of processing. Smith et al. (2009) found training effects following auditory training on standardized auditory-verbal memory tests. Our pilot study yielded training effects following visuospatial training on standardized visuospatial tests. Both studies showed training effects on tests of processing speed, attention and executive control, and working memory. Taken together, these results are evidence of training specificity across auditory-verbal memory and visuospatial processing domains, and of general training of processes fundamental to complex cognition (Salthouse, 1996), namely processing speed, attention and executive control, and working memory. Important questions remain, including: To what extent are auditory and visuospatial training effects specific when compared with a common set of outcome measures? To what extent do cognitive processes common to most tasks (e.g., executive function) improve with video-game training? Are there synergistic effects of combined auditory and visuospatial training interventions? To what extent can game-specific learning effects during training predict effects in outcome measures and add to our knowledge of what is being trained? Are there declines in training effects over time that suggest "booster" training sessions are needed to maintain an effective intervention for age-related cognitive decline? Does auditory and/or visuospatial training yield the most durable training effects? The proposed study will randomly assign older adults to one of four groups: auditory (Brain Fitness, Posit Science, 2005), visuospatial (InSight, Posit Science, 2008), combination, and waitlist control. Participants will complete forty 40-60-min training sessions over an 8-10 week period. We will test participants three times (pre-training, post-training, and delayed) on a battery of neuropsychological and core cognitive tasks. Our primary outcome measures will be auditory-verbal memory and visuospatial index scores (Duff, 2009) on the RBANS (Randolph, 1998).
PUBLIC HEALTH RELEVANCE: The proposed research investigates the effectiveness of scientifically-designed computer game packages in stopping or reversing age-related cognitive declines. The research will evaluate whether any effects from training with the computer games lasts for several months after the training is complete. This research will assist older adults, an professionals who serve them, in making informed decisions about using such products to deal with age-related cognitive decline.
描述(由申请人提供):随着年龄的增长认知能力下降是有据可查的(例如,米德和公园,2009年)和老年人的主要关注点(例如,Reese & Cherry,2004),这对功能独立性和日常活动表现有影响(例如,Yaffe等人,2002年)。一项快速增长的研究工作评估了改善随年龄增长的认知能力下降的干预措施(例如,Hertzog等人,2009; Willis & Schaie,2007)。传统的认知技能/策略训练通常导致训练效果,虽然持久,但集中在与训练任务相当相似的结果测量上(即,近转移问题,绿色和Bavelier,2008年;克雷默和威利斯,2002年)。年轻人的训练效果研究(例如,靴子等人,2008)表明,基于计算机游戏的方法可能更有可能产生远距离转移效应,一个小但不断增长的老年人文献支持
这个想法(Basak et al,2007)。这项研究扩展了以前的研究(例如,Ball等人,2002; Berry等人,2010; Smith等人,2009年)已经使用专门设计的计算机游戏(Mahncke等人,2006 a)训练相对低水平的听觉和视觉空间目标识别和辨别,以及处理速度。Smith等人(2009年)在标准化的记忆-文字记忆测试中发现了听觉训练的效果。我们的试点研究产生的训练效果后,视觉空间训练的标准化视觉空间测试。两项研究都显示了训练对处理速度、注意力和执行控制以及工作记忆的影响。总的来说,这些结果证明了训练特异性跨越言语记忆和视觉空间处理领域,以及对复杂认知的基本过程的一般训练(Salthouse,1996),即处理速度,注意力和执行控制,以及工作记忆。重要的问题仍然存在,包括:在多大程度上是听觉和视觉空间训练效果的具体相比,一套共同的结果措施?认知过程在多大程度上与大多数任务相同(例如,执行功能)通过视频游戏训练得到改善?听觉和视觉空间训练干预是否有协同效应?在训练过程中,特定于游戏的学习效果在多大程度上可以预测结果测量的效果,并增加我们对训练内容的了解?随着时间的推移,训练效果是否会下降,这表明需要“助推器”训练课程来维持与年龄相关的认知下降的有效干预?听觉和/或视觉空间训练是否产生最持久的训练效果?这项拟议的研究将随机将老年人分配到四个组中的一个:听觉组(Brain Fitness,Posit Science,2005),视觉空间组(InSight,Posit Science,2008),组合组和候补控制组。参与者将在8-10周的时间内完成40-60分钟的培训课程。我们将对参与者进行三次测试(训练前、训练后和延迟),测试内容包括神经心理学和核心认知任务。我们的主要结局指标是RBANS(兰多夫,1998)上的言语记忆和视觉空间指数评分(Duff,2009)。
公共卫生相关性:这项拟议中的研究调查了科学设计的电脑游戏包在阻止或逆转与年龄相关的认知能力下降方面的有效性。这项研究将评估电脑游戏训练的效果是否会在训练结束后持续几个月。这项研究将帮助老年人,为他们服务的专业人士,在使用这些产品来处理与年龄相关的认知能力下降方面做出明智的决定。
项目成果
期刊论文数量(3)
专著数量(0)
科研奖励数量(0)
会议论文数量(0)
专利数量(0)
Spaced training enhances equine learning performance.
- DOI:10.1007/s10071-021-01580-7
- 发表时间:2022-06
- 期刊:
- 影响因子:2.7
- 作者:Holcomb, Frederick R.;Multhaup, Kristi S.;Erwin, Savannah R.;Daniels, Sarah E.
- 通讯作者:Daniels, Sarah E.
Magical thinking decreases across adulthood.
- DOI:10.1037/pag0000208
- 发表时间:2017-12
- 期刊:
- 影响因子:3.7
- 作者:Brashier NM;Multhaup KS
- 通讯作者:Multhaup KS
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