Completed Research Paper

Completed Research Paper-42
(2015) Evidence for age-associated cognitive decline from internet game scores. Change in LMM scores may be associated with individual differences in age-related changes in working memory.METHODS: Effects of age and time on LMM learning and forgetting rates were estimated using data from 1890 game sessions for users aged 40 to 79 years.

(2015) Evidence for age-associated cognitive decline from internet game scores. Change in LMM scores may be associated with individual differences in age-related changes in working memory.METHODS: Effects of age and time on LMM learning and forgetting rates were estimated using data from 1890 game sessions for users aged 40 to 79 years.

Reliability and validity of the Neuro Cognitive Performance Test, a web-based neuropsychological assessment. The NCPT platform is modular and includes 18 subtests that can be arranged into customized batteries.CONCLUSION: Taken together, these results indicate that a varied training program composed of a number of tasks targeted to different cognitive functions can show transfer to a wide range of untrained measures of cognitive performance.Geyer J, Insel P, Farzin F, Sternberg D, Hardy JL, Scanlon M, Mungas D, Kramer J, Mackin RS, Weiner MW. INTRODUCTION: Lumosity's Memory Match (LMM) is an online game requiring visual working memory.Visuospatial working memory (WM) and executive control (shifting strategy) did not improve.Overall, the current results support the idea that training healthy older adults with non-action video games will enhance some cognitive abilities but not others.Our results suggest at least two processes at work in individual learning curves: locally, a gradual, smooth improvement, with diminishing gains within a specific strategy, which is modeled well as a PL; and globally, a discrete sequence of strategy shifts, in which each strategy is better in the long term than the ones preceding it. A major goal of aging research is to investigate methods that help to maintain brain health, cognition, independent living and wellbeing in older adults.The piecewise extension of the classic PL of practice has implications for both individual skill acquisition and theories of learning. This randomized controlled study investigated the effects of 20 1-h non-action video game training sessions with games selected from a commercially available package (Lumosity) on a series of age-declined cognitive functions and subjective wellbeing. Factor structure and effects of age, education, and gender were evaluated with this normative dataset. BACKGROUND: A variety of studies have demonstrated gains in cognitive ability following cognitive training interventions. Participants took the NCPT remotely and without supervision.RESULTS: There were significant effects of age on baseline LMM scores (β = −.31, standard error or SE = .02, P The notion that human learning follows a smooth power law (PL) of diminishing gains is well-established in psychology.This characteristic is observed when multiple curves are averaged, potentially masking more complex dynamics underpinning the curves of individual learners.

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