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An equivalence analysis demonstrated no statistical difference, and bayesian inference testing showed the potential for only a negligible effect.
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The purpose of this study is to determine whether "transcranial direct current stimulation" (tDCS) is effective in enhancing learning of complex motor tasks of precision and accuracy that require the simultaneous coordination of both hands. The study will utilize a between-subjects, SHAM controlled design. Subjects will be randomly selected to receive either SHAM (n=26) or a-tDCS (n=26) stimulation and will be blinded to their condition throughout testing. Subjects will complete a total of two testing sessions, separated by ~24 hours. Both sessions will have the subject play the videogame "Guitar Hero", with a single song done for several trials as pre- and post-assessments. The first session will contain a 20-minute practice/stimulation block where subjects practice the guitar task while receiving either "active" or "inactive" stimulation of the motor cortex. The first session will last approximately 75 to 90 minutes whereas the second session will last approximately 15 to 20 minutes.
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| Label | Type | Description | Intervention Names |
|---|---|---|---|
| tDCS | Experimental | This group will receive 20 minutes of 1 mA tDCS stimulation to the motor cortex while playing the videogame. |
|
| SHAM | Placebo Comparator | This group will receive 30 seconds of 1 mA tDCS stimulation to the motor cortex and then it will shut off, effectively serving as a control, while subjects play the videogame for 20 minutes |
|
| Name | Type | Description | Arm Group Labels | Other Names |
|---|---|---|---|---|
| tDCS | Device | Applying tDCS to determine if it facilitates learning of a video game task |
|
| Measure | Description | Time Frame |
|---|---|---|
| Improvement in a video game | To determine whether a-tDCS influences motor skill acquisition of a dexterous video game task by measuring the outcome of videogame performance (number of notes played) with and without a-tDCS | 1 year |
| Measure | Description | Time Frame |
|---|---|---|
| Retention and Learning | Learning will be measured within-groups by examining retention, or the outcome of video game performance (number of notes played) between the first and second sessions | 1 Year |
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Inclusion Criteria:
Exclusion Criteria:
• Currently prescribed and taking stimulant medication (Adderall, Ritalin, Vyvanse, etc.)
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| Name | Affiliation | Role |
|---|---|---|
| Zachary Riley | Indiana University | Principal Investigator |
| Facility | Status | City | State | ZIP | Country | Contacts |
|---|---|---|---|---|---|---|
| National Institute for Fitness and Sport | Indianapolis | Indiana | 46202 | United States |
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| Release Date | Unrelease Date | Unrelease Date Unknown | Reset Date | MCP Release Number |
|---|---|---|---|---|
| Jun 18, 2026 |
| ID | Term |
|---|---|
| D009043 | Motor Activity |
| ID | Term |
|---|---|
| D001519 | Behavior |
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| ID | Term |
|---|---|
| D065908 | Transcranial Direct Current Stimulation |
| ID | Term |
|---|---|
| D004599 | Electric Stimulation Therapy |
| D013812 | Therapeutics |
| D003295 | Convulsive Therapy |
| D013000 | Psychiatric Somatic Therapies |
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experimental and control groups
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The subjects should not know which group they are in with the SHAM protocol
| D004191 | Behavioral Disciplines and Activities |
| D004597 | Electroshock |
| D011580 | Psychological Techniques |