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The purpose of this research is to examine whether and to what extent training of different types of cognitive engagement will improve performance on fluid cognitive abilities that typically decline with age. The research covered by this protocol will use behavioral data that yield response latencies and accuracies of the untrained tasks, and brain activations in fMRI tasks, to test specific hypotheses about neural plasticity and cognitive plasticity from these engagement techniques. Hence, human subjects will be employed in an experiment lasting for 20 hours spanning over 2 months where they will either receive real-time strategy-based videogame training or crystallized intelligence training. In addition, long-term retention data will be obtained after 6 month post-training to investigate any long-term benefits.
The purpose of this research is to examine whether and to what extent training of different types of cognitive engagement will improve performance on fluid cognitive abilities that typically decline with age (such as, speed of information processing, working memory capacity, episodic memory, and executive functions). The research covered by this protocol will use behavioral data that yield response latencies and accuracies of the untrained tasks, and brain activations in fMRI tasks, to test specific hypotheses about the extent of transfer, if any, and the underlying cognitive constructs that may be trained in the process. Hence, human subjects will be employed in an experiment lasting for 20 hours spanning over 2 months where they will either receive real-time strategy-based videogame training or crystallized intelligence training. In addition, long-term retention data will be obtained after 6 month post-training to investigate any long-term benefits.
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| Label | Type | Description | Intervention Names |
|---|---|---|---|
| Real-time strategy-based videogame training | Experimental | Participants played a real-time strategy-based videogame in laboratory setting, Rise of Nations, for 2 hours a day, two days per week, for 5 weeks. |
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| Crystallized intelligence training | Active Comparator | Participants completed a series of crossword puzzles each week, for 5-6 weeks. Training sessions were completed at the participants' home or area of preference. Participant received a periodic phone call (2 times per week) from research staff to update any notes or details regarding participants' study progress. |
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| Name | Type | Description | Arm Group Labels | Other Names |
|---|---|---|---|---|
| Real-time strategy-based videogame training | Behavioral | Rise of Nation is a complex strategy-based video game, in which individualized-adaptive feedbacks are constantly given to players based on their performance. |
| Measure | Description | Time Frame |
|---|---|---|
| Immediate change in the composite score of executive functions | Change in the composite score of executive functions, and its subcomponents, from baseline to post-training. Higher change in score represents better outcome. | 9-11 weeks |
| Immediate change in the composite score of episodic memory | Change in the composite score of episodic memory from baseline to post-training.Higher change in score represents better outcome. | 9-11 weeks |
| Immediate change in brain activations during executive functions: multi-tasking | Change in fMRI brain activations from baseline to post-training. | 9-11 weeks |
| Immediate change in brain activations during executive functions: working memory updating | Change in fMRI brain activations from baseline to post-training. | 9-11 weeks |
| Measure | Description | Time Frame |
|---|---|---|
| Immediate change in the composite score of working memory capacity | Change in the composite score of working memory capacity from baseline to post-training.Higher change in score represents better outcome. | 9-11 weeks |
| Immediate change in the fluid reasoning measure |
| Measure | Description | Time Frame |
|---|---|---|
| Immediate change in the processing speed construct | Change in the processing speed construct from baseline to post-training. Higher change in score represents better outcome. | 9-11 weeks |
Inclusion Criteria:
Exclusion Criteria:
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| Name | Affiliation | Role |
|---|---|---|
| Chandramallika Basak, Ph.D. | The University of Texas at Dallas | Principal Investigator |
| Facility | Status | City | State | ZIP | Country | Contacts |
|---|---|---|---|---|---|---|
| The Center for Vital Longevity (UT Dallas) | Dallas | Texas | 75235 | United States |
This is not a federally funded data, so no IDP is planned to be shared. However, all descriptive statistics will be provided in the publications, therefore, all meaningful data for the outcomes will be reported for any future meta-analyses or calculations of effect size.
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| Semantic Knowledge training | Behavioral | Packages of various cross-word puzzles include word search, word ladder, and word wheel. |
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Change in the fluid reasoning measure (Raven's Advanced Progressive Matrices, a paper and pencil test) from baseline to post-training. Higher change in score represents better outcome. |
| 9-11 weeks |
| immediate change in the composite score of cognition | Change in composite score of cognition from baseline to long-term retention. Composite score for overall cognition is summed across composite scores for executive function, processing speed, processing speed, working memory capacity and fluid reasoning. Higher change in score represents better outcome. | 9-11 weeks |