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拼图游戏作为认知强化手段(PACE)——解决拼图游戏对50岁及以上成年人整体视觉空间认知的影响:一项随机对照试验的研究方案

Jigsaw Puzzles As Cognitive Enrichment (PACE) - the effect of solving jigsaw puzzles on global visuospatial cognition in adults 50 years of age and older: study protocol for a randomized controlled trial.

作者信息

Fissler Patrick, Küster Olivia C, Loy Laura S, Laptinskaya Daria, Rosenfelder Martin J, von Arnim Christine A F, Kolassa Iris-Tatjana

机构信息

Institute of Psychology and Pedagogy, Clinical and Biological Psychology, Ulm University, Albert-Einstein-Allee 47, D-89081, Ulm, Germany.

Department of Neurology, Ulm University, Oberer Eselsberg 45, D-89081, Ulm, Germany.

出版信息

Trials. 2017 Sep 6;18(1):415. doi: 10.1186/s13063-017-2151-9.

Abstract

BACKGROUND

Neurocognitive disorders are an important societal challenge and the need for early prevention is increasingly recognized. Meta-analyses show beneficial effects of cognitive activities on cognition. However, high financial costs, low intrinsic motivation, logistic challenges of group-based activities, or the need to operate digital devices prevent their widespread application in clinical practice. Solving jigsaw puzzles is a cognitive activity without these hindering characteristics, but cognitive effects have not been investigated yet. With this study, we aim to evaluate the effect of solving jigsaw puzzles on visuospatial cognition, daily functioning, and psychological outcomes.

METHODS

The pre-posttest, assessor-blinded study will include 100 cognitively healthy adults 50 years of age or older, who will be randomly assigned to a jigsaw puzzle group or a cognitive health counseling group. Within the 5-week intervention period, participants in the jigsaw puzzle group will engage in 30 days of solving jigsaw puzzles for at least 1 h per day and additionally receive cognitive health counseling. The cognitive health counseling group will receive the same counseling intervention but no jigsaw puzzles. The primary outcome, global visuospatial cognition, will depict the average of the z-standardized performance scores in visuospatial tests of perception, constructional praxis, mental rotation, processing speed, flexibility, working memory, reasoning, and episodic memory. As secondary outcomes, we will assess the eight cognitive abilities, objective and subjective visuospatial daily functioning, psychological well-being, general self-efficacy, and perceived stress. The primary data analysis will be based on mixed-effects models in an intention-to-treat approach.

DISCUSSION

Solving jigsaw puzzles is a low-cost, intrinsically motivating, cognitive leisure activity, which can be executed alone or with others and without the need to operate a digital device. In the case of positive results, these characteristics allow an easy implementation of solving jigsaw puzzles in clinical practice as a way to improve visuospatial functioning. Whether cognitive impairment and loss of independence in everyday functioning might be prevented or delayed in the long run has to be examined in future studies.

TRIAL REGISTRATION

ClinicalTrials.gov, NCT02667314 . Registered on 27 January 2016.

摘要

背景

神经认知障碍是一项重大的社会挑战,人们越来越认识到早期预防的必要性。荟萃分析表明认知活动对认知有有益影响。然而,高昂的经济成本、内在动力不足、基于群体活动的后勤挑战或操作数字设备的需求阻碍了它们在临床实践中的广泛应用。玩拼图游戏是一种没有这些阻碍特征的认知活动,但尚未对其认知效果进行研究。通过本研究,我们旨在评估玩拼图游戏对视觉空间认知、日常功能和心理结果的影响。

方法

这项前后测、评估者盲法研究将纳入100名50岁及以上认知健康的成年人,他们将被随机分配到拼图游戏组或认知健康咨询组。在为期5周的干预期内,拼图游戏组的参与者将进行30天的拼图游戏,每天至少玩1小时,并额外接受认知健康咨询。认知健康咨询组将接受相同的咨询干预,但不玩拼图游戏。主要结局指标,即整体视觉空间认知,将描绘视觉空间感知、构建实践、心理旋转、处理速度、灵活性、工作记忆、推理和情景记忆测试中z标准化表现分数的平均值。作为次要结局指标,我们将评估这八项认知能力、客观和主观视觉空间日常功能、心理健康、一般自我效能感和感知压力。主要数据分析将基于意向性分析方法中的混合效应模型。

讨论

玩拼图游戏是一种低成本、具有内在动力的认知休闲活动,可以单独或与他人一起进行,无需操作数字设备。如果结果呈阳性,这些特征使得在临床实践中轻松实施玩拼图游戏成为改善视觉空间功能的一种方式。从长远来看,是否可以预防或延迟认知障碍和日常功能独立性丧失,还有待未来研究进行检验。

试验注册

ClinicalTrials.gov,NCT02667314。于2016年1月27日注册。

https://cdn.ncbi.nlm.nih.gov/pmc/blobs/4b64/5588550/069d19765f89/13063_2017_2151_Fig1_HTML.jpg

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