Mariman Juan J, Bruna-Melo Trinidad, Gutierrez-Rodriguez Rosario, Maldonado Pedro E, Burgos Pablo I
Department of Physical Therapy, Faculty of Medicine, Universidad de Chile, Santiago, Chile.
Cognition and Sensorimotor Behavior Lab, Department of Physical Therapy, Faculty of Arts and Physical Education, Universidad Metropolitana de Ciencias de la Educación, Santiago, Chile.
Front Syst Neurosci. 2023 Mar 21;17:1045940. doi: 10.3389/fnsys.2023.1045940. eCollection 2023.
There are different ways to learn a sensorimotor task. This research focuses on whole versus part learning in a complex video game that involves sensorimotor adaptations and skill learning. The primary aim of this research is to compare the changes in (1) event-related potentials (ERP) and (2) Alpha and Beta event-related desynchronization/synchronization [ERD(S)] of EEG between whole and part practice protocols.
18 Healthy young participants practiced for 5 days a video game with distorted kinematic (advancing skill) and dynamic features (shooting skill) to test the ability to combine sensorimotor skill components learned modularly (part learning, 9 participants) or combined (whole practice, 9 participants). We examined ERP and ERD(S) in EEG channels in the baseline test (day 1) and the retention test (day 5), dissociating epochs with advancing or shooting. We focus the analysis on the main activity of ERP or ERD(S) in different time windows.
In the advancing epochs (distorted kinematic), both groups showed a decrease in time for ERP and an increase in Beta ERD activity in central and posterior channels. In the shooting epochs (distorted dynamic), the Whole group showed a decrease in time for ERPs in anterior and central-posterior channels. Additionally, the shooting ERS in the Beta band decreases within sessions in central channels, particularly for the Part group.
Neural correlates of kinematic and dynamic control [ERP and ERD(S)] were modulated by sensorimotor learning, which reflects the effect of the type of practice on the execution and the evaluation of the action. These results can be linked with our previous report, where the simultaneous practice of kinematic and dynamic distortions takes advantage of the motor performance on retention tests, indicating a more automatic control for the whole practice group.
学习感觉运动任务有不同的方法。本研究聚焦于一款复杂视频游戏中的整体学习与部分学习,该游戏涉及感觉运动适应和技能学习。本研究的主要目的是比较整体练习方案和部分练习方案之间(1)事件相关电位(ERP)以及(2)脑电图的阿尔法和贝塔事件相关去同步化/同步化[ERD(S)]的变化。
18名健康年轻参与者对一款具有扭曲运动学(进阶技能)和动态特征(射击技能)的视频游戏进行了5天的练习,以测试模块化学习(部分学习,9名参与者)或综合学习(整体练习,9名参与者)所学到的感觉运动技能组件的组合能力。我们在基线测试(第1天)和留存测试(第5天)中检查脑电图通道中的ERP和ERD(S),区分进阶或射击的时段。我们将分析重点放在不同时间窗口内ERP或ERD(S)的主要活动上。
在进阶时段(扭曲运动学),两组的ERP时间均减少,中央和后通道的贝塔ERD活动增加。在射击时段(扭曲动态),整体组在前部和中央 - 后部通道的ERP时间减少。此外,中央通道中贝塔波段的射击ERS在各时段内减少,特别是部分组。
运动学和动态控制的神经关联[ERP和ERD(S)]受到感觉运动学习的调节,这反映了练习类型对动作执行和评估的影响。这些结果可以与我们之前的报告联系起来,在之前的报告中,运动学和动态扭曲的同时练习在留存测试中有利于运动表现,表明整体练习组的控制更加自动化。