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Dissociable effects of game elements on motivation and cognition in a task-switching training in middle childhood

机译:游戏元素对中童期任务转换训练中动机和认知的可分解影响

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摘要

Although motivational reinforcers are often used to enhance the attractiveness of trainings of cognitive control in children, little is known about how such motivational manipulations of the setting contribute to separate gains in motivation and cognitive-control performance. Here we provide a framework for systematically investigating the impact of a motivational video-game setting on the training motivation, the task performance, and the transfer success in a task-switching training in middle-aged children (8–11 years of age). We manipulated both the type of training (low-demanding/single-task training vs. high-demanding/task-switching training) as well as the motivational setting (low-motivational/without video-game elements vs. high-motivational/with video-game elements) separately from another. The results indicated that the addition of game elements to a training setting enhanced the intrinsic interest in task practice, independently of the cognitive demands placed by the training type. In the task-switching group, the high-motivational training setting led to an additional enhancement of task and switching performance during the training phase right from the outset. These motivation-induced benefits projected onto the switching performance in a switching situation different from the trained one (near-transfer measurement). However, in structurally dissimilar cognitive tasks (far-transfer measurement), the motivational gains only transferred to the response dynamics (speed of processing). Hence, the motivational setting clearly had a positive impact on the training motivation and on the paradigm-specific task-switching abilities; it did not, however, consistently generalize on broad cognitive processes. These findings shed new light on the conflation of motivation and cognition in childhood and may help to refine guidelines for designing adequate training interventions.
机译:尽管通常使用动机增强剂来增强儿童认知控制训练的吸引力,但对于这种动机操纵环境如何促进动机和认知控制表现的分别增长知之甚少。在这里,我们提供了一个系统地研究动机视频游戏设置对中年儿童(8-11岁)的任务转换训练中的训练动机,任务绩效和转移成功的影响的框架。我们操纵了训练的类型(低要求/单任务训练与高要求/任务转换训练)以及动机设置(低动机/无视频游戏元素与高动机/有动机视频游戏元素)彼此分开。结果表明,将游戏元素添加到训练设置中可以增强对任务练习的内在兴趣,而与训练类型提出的认知要求无关。在任务转换组中,从一开始就在培训阶段进行了高动力的培训,从而进一步增强了任务和转换绩效。在与受过训练的人不同的切换情况下(近距离传输测量),这些由动机引起的收益会投射到切换性能上。但是,在结构上不同的认知任务(远距离测量)中,动机收益仅转移到响应动力学(处理速度)上。因此,动机设置显然对培训动机和特定于范式的任务转换能力具有积极影响;然而,它并没有一贯地概括广泛的认知过程。这些发现为童年时期的动机和认知的融合提供了新的思路,并可能有助于完善设计适当的培训干预措施的指南。

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