| Literature DB >> 34650216 |
Ru-Yuan Zhang1,2,3, Adrien Chopin4,5,6, Kengo Shibata4,5, Zhong-Lin Lu7,8,9, Susanne M Jaeggi10, Martin Buschkuehl11, C Shawn Green12, Daphne Bavelier13,14.
Abstract
Previous work has demonstrated that action video game training produces enhancements in a wide range of cognitive abilities. Here we evaluate a possible mechanism by which such breadth of enhancement could be attained: that action game training enhances learning rates in new tasks (i.e., "learning to learn"). In an initial controlled intervention study, we show that individuals who were trained on action video games subsequently exhibited faster learning in the two cognitive domains that we tested, perception and working memory, as compared to individuals who trained on non-action games. We further confirmed the causal effect of action video game play on learning ability in a pre-registered follow-up study that included a larger number of participants, blinding, and measurements of participant expectations. Together, this work highlights enhanced learning speed for novel tasks as a mechanism through which action video game interventions may broadly improve task performance in the cognitive domain.Entities:
Mesh:
Year: 2021 PMID: 34650216 PMCID: PMC8517021 DOI: 10.1038/s42003-021-02652-7
Source DB: PubMed Journal: Commun Biol ISSN: 2399-3642
Fig. 1Intervention protocol, learning tasks, and learning models.
a illustrates the design of the protocol employed in both the initial (Study 1) and the replication (Study 2) intervention studies. During a pre-test, participants were assessed on a baseline motion learning task (perceptual), an attentional control task, and a baseline N-back task (Fig. S1A for additional task detail). Participants were then randomly assigned to one of two training groups – the action video game training group or the control video game training group. In each group, participants underwent three games each of 15 h. After a 45-h video game intervention, participants were assessed at post-test on the same attentional control task and baseline N-back task administered at pre-test, followed by an orientation learning task (b) and a working memory learning task (d). In the orientation learning task (b), participants were presented with a Gabor stimulus in one of four quadrants of the screen, and the Gabor stimulus was preceded and followed by two noise patterns. Participants pressed a button to report the direction of rotation (i.e., clockwise or counterclockwise) relative to a reference angle. In the working memory learning task (d), participants monitored two streams of simultaneously presented information – one auditory (letters) and one visual (blue squares) stimuli. They were asked to indicate, for each stream, whether the current stimulus matched the stimulus presented N trials back in their respective sequences (N=2 in the provided example). Stimuli marked by an arrow indicate targets, either because of a visual or an auditory match. We modeled the learning curve in the orientation learning task (b) as a power function with three parameters—learning rate (ρ), initial performance (λ), and final performance (α). The different curves in (c) illustrate the impact of different values of the learning rate parameter (ρ), as each curve has the same initial performance and final performance values, but different learning rates. Note that a learning rate of −1 corresponds to a linear progression, while values increasing from −1 to +infinity correspond to progressively steeper learning curves. The learning curve in the working memory learning task (d) was modeled as a linear function with two free parameters—slope (a) and intercept (b). The different curves in (e) have the same initial performance (i.e., intercept b) but different learning rates (i.e., slope a). “Learning to learn” predicts learning curves with steeper slopes at post-training in the action video game training group as compared to the control video game training group.
Fig. 2Action video game training produces “learning to learn”.
(a) shows the impact of video game training on the orientation learning task (lower contrast thresholds represent better performance), while (e) shows the impact of video game training on the working memory learning task (higher N-back levels represent better performance). In (a, e), the dashed and solid lines are learning curves plotted using the group averaged estimated parameters (i.e., b–d, f, g). The upper and lower bounds of the shaded area are learning curves plotted using the values of the group mean ± S.E.M. The same conventions are used in Fig. 3 and Fig. S1. Estimated learning parameters in the orientation learning task (b–d) and the working memory learning task (f–g) confirm higher learning rates (b, f) in the action video game trainees compared with the control video game trainees. Note that the learning rates in the orientation learning task are plotted against the baseline of −1 instead of 0 because −1 indicates a linear learning progression (see Fig. 1c). Values varying from −1 to +infinity (or -infinity) indicate faster (respectively, slower) learning. All error bars are S.E.M. across participants. Significance conventions are *p < 0.05; **p < 0.01; ***p < 0.001. Black and gray circles correspond to each participant individual data. These conventions are kept for all figures in this paper.
Fig. 3Enhanced “learning to learn” after action video game intervention in the replication intervention study.
Similar to Fig. 2, (a) shows the impact of video game training on the orientation learning task, while (e) shows the impact of video game training on the working memory learning task. In both orientation (b–d) and working memory learning (f, g) tasks, higher learning rates were observed in the action video game group compared with the control video game group (b, f). All error bars are S.E.M. across participants.