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The Benefits and Challenges of Implementing Motivational Features to Boost Cognitive Training Outcome

机译:实施激励功能以提高认知训练成果的利弊

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摘要

In the current literature, there are a number of cognitive training studies that use N-back tasks as their training vehicle; however, the interventions are often bland, and many studies suffer from considerable attrition rates. An increasingly common approach to increase participant engagement has been the implementation of motivational features in training tasks; yet, the effects of such “gamification” on learning have been inconsistent. To shed more light on those issues, here, we report the results of a training study conducted at two Universities in Southern California. A total of 115 participants completed 4 weeks (20 sessions) of N-back training in the laboratory. We varied the amount of “gamification” and the motivational features that might make the training more engaging and, potentially, more effective. Thus, 47 participants trained on a basic color/identity N-back version with no motivational features, whereas 68 participants trained on a gamified version that translated the basic mechanics of the N-back task into an engaging 3D space-themed “collection” game (Deveau et al. Frontiers in Systems Neuroscience, 8, 243, 2015). Both versions used similar adaptive algorithms to increase the difficulty level as participants became more proficient. Participants’ self-reports indicated that the group who trained on the gamified version enjoyed the intervention more than the group who trained on the non-gamified version. Furthermore, the participants who trained on the gamified version exerted more effort and also improved more during training. However, despite the differential training effects, there were no significant group differences in any of the outcome measures at post-test, suggesting that the inclusion of motivational features neither substantially benefited nor hurt broader learning. Overall, our findings provide guidelines for task implementation to optimally target participants’ interest and engagement to promote learning, which may lead to broader adoption and adherence of cognitive training.
机译:在当前的文献中,有许多认知训练研究都使用N背任务作为训练工具。然而,这些干预措施通常是乏味的,许多研究都遭受了相当大的人员流失。增加参与者参与度的一种日益普遍的方法是在培训任务中实施激励功能。然而,这种“游戏化”对学习的影响并不一致。为了进一步阐明这些问题,在这里,我们报告在南加州的两所大学进行的培训研究的结果。共有115名参与者在实验室中完成了4周(20节)的N背训练。我们改变了“游戏化”的数量和动机特征,这些特征可能使培训更加引人入胜,并且可能更有效。因此,有47位参与者接受了没有动机特征的基本颜色/身份N后背版本的培训,而68位参与者接受了游戏化版本的培训,该游戏化版本将N后背任务的基本原理转化为引人入胜的3D空间主题“收藏”游戏(Deveau et al.Frontiers in Systems Neuroscience,8,243,2015)。随着参与者变得更加熟练,这两个版本都使用类似的自适应算法来增加难度。参与者的自我报告表明,接受过游戏化训练的小组比接受过非游戏化训练的小组更喜欢进行干预。此外,接受游戏化训练的参与者在训练过程中付出了更多的努力,并且也有所进步。然而,尽管有不同的训练效果,但在测试后的任何结果测量中均没有显着的组别差异,这表明动机特征的加入既不能从根本上受益,也不会损害广泛的学习。总体而言,我们的发现为任务执行提供了指导,以最佳地针对参与者的兴趣和参与度来促进学习,这可能会导致认知训练的广泛采用和坚持。

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