Mohammed Shafee, Flores Lauren, Deveau Jenni, Hoffing Russell Cohen, Phung Calvin, Parlett Chelsea M, Sheehan Ellen, Lee David, Au Jacky, Buschkuehl Martin, Zordan Victor, Jaeggi Susanne M, Seitz Aaron R
School of Education, University of California, Irvine, Irvine, CA 92617, USA.
Department of Psychology, University of California, Riverside, 900 University Avenue, Riverside, CA 92521, USA.
J Cogn Enhanc. 2017 Dec;1(4):491-507. doi: 10.1007/s41465-017-0047-y. Epub 2017 Nov 28.
In the current literature, there are a number of cognitive training studies that use N-back tasks as their training vehicle; however, the interventions are often bland, and many studies suffer from considerable attrition rates. An increasingly common approach to increase participant engagement has been the implementation of motivational features in training tasks; yet, the effects of such "gamification" on learning have been inconsistent. To shed more light on those issues, here, we report the results of a training study conducted at two Universities in Southern California. A total of 115 participants completed 4 weeks (20 sessions) of N-back training in the laboratory. We varied the amount of "gamification" and the motivational features that might make the training more engaging and, potentially, more effective. Thus, 47 participants trained on a basic color/identity N-back version with no motivational features, whereas 68 participants trained on a gamified version that translated the basic mechanics of the N-back task into an engaging 3D space-themed "collection" game (Deveau et al. , , 243, 2015). Both versions used similar adaptive algorithms to increase the difficulty level as participants became more proficient. Participants' self-reports indicated that the group who trained on the gamified version enjoyed the intervention more than the group who trained on the non-gamified version. Furthermore, the participants who trained on the gamified version exerted more effort and also improved more during training. However, despite the differential training effects, there were no significant group differences in any of the outcome measures at post-test, suggesting that the inclusion of motivational features neither substantially benefited nor hurt broader learning. Overall, our findings provide guidelines for task implementation to optimally target participants' interest and engagement to promote learning, which may lead to broader adoption and adherence of cognitive training.
在当前文献中,有许多认知训练研究将N-回溯任务用作训练工具;然而,这些干预措施往往平淡无奇,而且许多研究的损耗率相当高。一种越来越常见的提高参与者参与度的方法是在训练任务中加入激励元素;然而,这种“游戏化”对学习的影响并不一致。为了更清楚地了解这些问题,在此,我们报告在南加州两所大学进行的一项训练研究的结果。共有115名参与者在实验室完成了为期4周(20节)的N-回溯训练。我们改变了“游戏化”的程度以及可能使训练更具吸引力、并有可能更有效的激励元素。因此,47名参与者在没有激励元素的基本颜色/身份N-回溯版本上进行训练,而68名参与者在一个游戏化版本上进行训练,该版本将N-回溯任务的基本机制转化为一个引人入胜的3D太空主题“收集”游戏(德veau等人,243,2015)。两个版本都使用了类似的自适应算法,随着参与者变得更加熟练,提高难度级别。参与者的自我报告表明,在游戏化版本上训练的组比在非游戏化版本上训练的组更喜欢这种干预。此外,在游戏化版本上训练的参与者付出了更多努力,并且在训练期间也有更大的进步。然而,尽管训练效果存在差异,但在测试后,任何结果测量中都没有显著的组间差异,这表明加入激励元素既没有给更广泛的学习带来实质性益处,也没有造成损害。总体而言,我们的研究结果为任务实施提供了指导方针,以最佳地激发参与者的兴趣和参与度来促进学习,这可能会导致认知训练得到更广泛的采用和坚持。