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| ID | Type | Description | Link |
|---|---|---|---|
| P30AG086635 | U.S. NIH Grant/Contract | View source |
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| Name | Class |
|---|---|
| National Institute on Aging (NIA) | NIH |
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Healthy aging is typically accompanied by diminished capability for learning and retrieval of high-fidelity long-term memory (LTM). The decline in these faculties is accelerated and becomes significant deficits in LTM and cognitive control functions at the level or a diagnosis of Mild Cognitive Impairment (MCI). Training with the navigation game, relative to training with control games, is expected to improve LTM performance for older adult participants.
Researchers will compare two different digital interventions to assess whether they may be helpful in improving cognitive function.
Participants will conduct study activities remotely (e.g., at-home):
Older adult participants consent and enroll in the LTM Digital Intervention, which is a randomized control trial (RCT) administered on the Neuroscape Nexus web-based research platform. Enrolled participants are randomly assigned to either of two arms that will play memory-based games.
Participants are provided by the study team with an Apple iPad 10th Generation (2024) at their home address, which will enable them to complete all study tasks at home via Nexus. All required applications will be pre-loaded on the device.
Participants will receive notifications and reminders to complete study tasks by email, through in-app reminders, or SMS. They can view their task list and progress in their personal dashboard in Nexus.
Study procedures include a series of surveys and brief tests of memory and attention as Baseline Tests, which make take up to 120 minutes and can be completed across more than one session.
Participants will engage with their assigned training application to complete 45 minutes of training, several days a week for up to 8 weeks for a total of 1000 minutes of training. Participants will be randomly assigned to one of two intervention apps, which encourage long-term memory.
Once their assigned training regimen is complete, participants will again fulfill a series of surveys and brief tests of memory and attention as Post-Training Tests, which make take up to 120 minutes and can be completed across more than one session.
Six months after completion of all Post-Training Tests, participants will be fulfill a third series of surveys and brief tests of memory and attention as Follow-Up Tests, which make take up to 120 minutes and can be completed across more than one session.
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| Label | Type | Description | Intervention Names |
|---|---|---|---|
| Long Term Memory | Active Comparator | Multi-session cognitive intervention as a computer game that presents an adaptive spatial wayfinding challenge. |
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| Worder | Active Comparator | Multi-session cognitive intervention as a computer game that presents a word puzzle. |
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| Name | Type | Description | Arm Group Labels | Other Names |
|---|---|---|---|---|
| Long Term Memory | Behavioral | Tablet computer game designed to stimulate environmental enrichment via an adaptive and immersive experience learning virtual neighborhoods and errands in order to complete assigned errands. |
| Measure | Description | Time Frame |
|---|---|---|
| MDT change in recognition memory | Psychometric test for proportion correct in memory for studied images of common objects versus paired similar lures | baseline promptly before, post-training promptly after regimen is completed, and follow up six months after post-training tests |
| TOUR change in cued recall memory | Psychometric test for proportion of details correctly recalled from recent autobiographical memory | baseline promptly before, post-training promptly after regimen is completed, and follow up six months after post-training tests |
| Measure | Description | Time Frame |
|---|---|---|
| Cognitive Assessment change in working memory | Psychometric test for proportion of number of correctly identified images from working memory span | baseline promptly before, post-training promptly after regimen is completed, and follow up six months after post-training tests |
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Inclusion Criteria:
Exclusion Criteria:
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| Name | Role | Phone | Extension | |
|---|---|---|---|---|
| Melissa Arioli, AB | Contact | (415) 502-7321 | bid.core@ucsf.edu |
| Name | Affiliation | Role |
|---|---|---|
| Peter E Wais, PhD | University of California, San Francisco | Principal Investigator |
| Facility | Status | City | State | ZIP | Country | Contacts |
|---|---|---|---|---|---|---|
| University of California, San Francsico | Recruiting | San Francisco | California | 94158 | United States |
De-identified data to be shared includes demographic, cognitive assessments, survey, and behavioral outcomes.
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| ID | Term |
|---|---|
| D060825 | Cognitive Dysfunction |
| ID | Term |
|---|---|
| D003072 | Cognition Disorders |
| D019965 | Neurocognitive Disorders |
| D001523 | Mental Disorders |
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| ID | Term |
|---|---|
| D000098417 | Long Short Term Memory |
| ID | Term |
|---|---|
| D000098424 | Recurrent Neural Networks |
| D016571 | Neural Networks, Computer |
| D055641 | Mathematical Concepts |
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Randomized control trial
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After recruitment, participants are randomly assigned to one of two arms, Participants and experimenters with whom they interact during the experiment are blind to treatment purpose of the randomly-assigned arm. First-level analysis of the data (baseline, post training and follow up) performed blind to the participant's arm.
| Worder | Behavioral | Tablet computer game designed to stimulate interest in solving word puzzles, much like the Boggle game. |
|