| Literature DB >> 28724914 |
N Ward1,2, E Paul3, P Watson3, G E Cooke3, C H Hillman3,4,5,6,7,8, N J Cohen3,5,6, A F Kramer3,5,6, A K Barbey9,10,11,12,13,14,15.
Abstract
The potential impact of brain training methods for enhancing human cognition in healthy and clinical populations has motivated increasing public interest and scientific scrutiny. At issue is the merits of intervention modalities, such as computer-based cognitive training, physical exercise training, and non-invasive brain stimulation, and whether such interventions synergistically enhance cognition. To investigate this issue, we conducted a comprehensive 4-month randomized controlled trial in which 318 healthy, young adults were enrolled in one of five interventions: (1) Computer-based cognitive training on six adaptive tests of executive function; (2) Cognitive and physical exercise training; (3) Cognitive training combined with non-invasive brain stimulation and physical exercise training; (4) Active control training in adaptive visual search and change detection tasks; and (5) Passive control. Our findings demonstrate that multimodal training significantly enhanced learning (relative to computer-based cognitive training alone) and provided an effective method to promote skill learning across multiple cognitive domains, spanning executive functions, working memory, and planning and problem solving. These results help to establish the beneficial effects of multimodal intervention and identify key areas for future research in the continued effort to improve human cognition.Entities:
Mesh:
Year: 2017 PMID: 28724914 PMCID: PMC5517605 DOI: 10.1038/s41598-017-06237-5
Source DB: PubMed Journal: Sci Rep ISSN: 2045-2322 Impact factor: 4.379
Figure 1Enhanced Training Performance Over Time. Standardized improvement units are on y-axis. There was a significant group difference in terms of slope and area under the curve for all games except Riding Shotgun (alpha = 0.05). Games = computerized game training. EG = Exercise and computerized game training. ESG = Exercise, brain stimulation, and computerized game training.
Figure 2Enhanced Training Performance at Session 20. Standardized improvement units on y-axis. **Indicates ESG significantly greater than EG and Games (alpha = 0.05); *indicates both ESG and EG significantly greater than Games (alpha = 0.05); no significant effect of group at session 20 for Riding Shotgun. Error bars represent +/− one standard error of the mean.
ANCOVA Results for Constructs and Individual Transfer Tasks.
| Task | Group | ||
|---|---|---|---|
| F | p | ηp 2 | |
| EF | 1.91 | 0.11 | 0.02 |
| Garavan | 0.75 | 0.56 | 0.01 |
| Keep Track | 3.30 |
| 0.04 |
| Stroop | 0.58 | 0.68 |
|
| WM | 0.88 | 0.48 | 0.01 |
| Read Span | 1.16 | 0.33 | 0.02 |
| Rotation Span | 1.28 | 0.28 | 0.02 |
| Symmetry Span | 0.34 | 0.85 | 0.00 |
| EM | 0.94 | 0.44 | 0.01 |
| IFR Words | 0.80 | 0.53 | 0.01 |
| IFR Pictures | 1.15 | 0.34 | 0.02 |
| Paired Associates | 0.38 | 0.83 | 0.01 |
| GF | 0.38 | 0.82 | 0.01 |
| BOMAT | 0.44 | 0.78 | 0.01 |
| Number Series | 0.65 | 0.63 | 0.01 |
| Letter Sets | 0.35 | 0.84 | 0.00 |
Note: Values in italics indicate significant values (alpha = 0.05). EF = Executive Function. WM = Working Memory. EM = Episodic Memory. GF = Fluid Intelligence. IFR = Immediate Free Recall.