Lee HyunKyu, Boot Walter R, Basak Chandramallika, Voss Michelle W, Prakash Ruchika Shaurya, Neider Mark, Erickson Kirk I, Simons Daniel J, Fabiani Monica, Gratton Gabriele, Low Kathy A, Kramer Arthur F
Beckman Institute, University of Illinois, Urbana-Champaign, United States.
Acta Psychol (Amst). 2012 Jan;139(1):146-58. doi: 10.1016/j.actpsy.2011.11.003. Epub 2011 Nov 30.
Given the increasing complexity of the tasks and skills needed in modern society, developing effective training strategies is of tremendous practical importance. Furthermore, training that improves performance of both trained and untrained tasks would be highly efficient. In the present study, we examined how directed training contributes to skill acquisition, and more importantly, to engendering transfer of training to untrained tasks. Participants learned a complex video game for 30 h (Space Fortress, Donchin, Fabiani, & Sanders, 1989) using one of two training regimens: Hybrid Variable-Priority Training (HVT), with a focus on improving specific skills and managing task priority, or Full Emphasis Training (FET) in which participants simply practiced the game to obtain the highest overall score. We compared game performance, retention of training gains, and transfer of training to untrained tasks as a function of the training regimen. Compared to FET, HVT learners reached higher levels of mastery on the game and HVT was particularly beneficial for initially poor performing participants. This benefit persisted seven months after training. However, contrary to expectation, both HVT and FET were unsuccessful in producing transfer to untrained tasks compared to a group that received limited game experience, suggesting that directed training and practice can produce task-specific improvements, but improvements do not necessarily transfer from trained to untrained tasks.
鉴于现代社会所需任务和技能日益复杂,制定有效的培训策略具有巨大的实际重要性。此外,能提高已训练任务和未训练任务表现的培训将非常高效。在本研究中,我们考察了定向训练如何促进技能习得,更重要的是,如何促使训练迁移到未训练任务中。参与者使用两种训练方案之一,花30小时学习一款复杂的电子游戏(《太空堡垒》,唐钦、法比亚尼和桑德斯,1989年):混合可变优先级训练(HVT),侧重于提高特定技能和管理任务优先级;或完全强调训练(FET),即参与者单纯练习游戏以获得最高总分。我们比较了作为训练方案函数的游戏表现、训练成果的保持情况以及训练向未训练任务的迁移情况。与FET相比,HVT学习者在游戏中达到了更高的掌握水平,且HVT对最初表现较差的参与者特别有益。这种益处训练七个月后依然存在。然而,与预期相反,与接受有限游戏经验的组相比,HVT和FET在产生向未训练任务的迁移方面均未成功,这表明定向训练和练习可以产生特定任务的改进,但改进不一定能从已训练任务迁移到未训练任务。