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Efficacy of Computer-Based Cognitive Game Training for Healthy Elderly

9. srpna 2020 aktualizováno: National Taiwan University Hospital

Efficacy of Computer-Based Cognitive Game Training on Motor and Cognitive Functions for Healthy Elderly

The declination on cognitive and motor functions in older adults increases the difficulty to achieve successful aging. Previous studies had reported that contrast to the traditional cognitive training methods, computer cognitive training (CCT) is comparable or has better effect on the cognitive function improvement with elders.On the other hand, some researchers claimed motor-cognitive dual-task training may possess greater effects than single cognitive training on cognitive functions. However, it is still on debate. Therefore, the research aims to investigate cognitive and motor benefits to healthy older adults over 65s trained by our computer-based cognitive game with high and low level of motor engagements.The research questions include: (1) Is CCT beneficial of cognitive functions? (2) Does CCT with high level of motor engagements (i.e. motor-cognitive dual-task training) have greater effects than single cognitive training on cognitive functions? (3) Can the training effect remain?

Přehled studie

Detailní popis

Quasi-experimental design was adapted in our research.There are four time-series assessments during the experiment: baseline, pretest, posttest, and follow-up. After the baseline assessment, participants were randomized to two groups: gross-motor group (GMG) and fine-motor group (FMG). The intervals between baseline and pretest as well as between pretest and posttest were both 4 weeks, while the interval between posttest and follow-up was 8 weeks.

The investigators developed a computer-based cognitive game and compared the efficacy of cognitive and motor functions between computer-based cognitive game combining two different demands on motor control. Investigators hypothesized: All participants who take part in the computer-based cognitive game training don't have learning effects on pretest and are able to improve cognitive functions including short-term memory, divided attention and inhibitory function after intervention; Gross-motor group make more progress than fine-motor group on cognitive and motor functions after intervention. Furthermore, gross-motor group maintained more training effect over cognitive and motor functions at follow-up than fine-motor group.

Typ studie

Intervenční

Zápis (Aktuální)

16

Fáze

  • Nelze použít

Kontakty a umístění

Tato část poskytuje kontaktní údaje pro ty, kteří studii provádějí, a informace o tom, kde se tato studie provádí.

Studijní místa

      • Taipei, Tchaj-wan, 100
        • National Taiwan University Hospital

Kritéria účasti

Výzkumníci hledají lidi, kteří odpovídají určitému popisu, kterému se říká kritéria způsobilosti. Některé příklady těchto kritérií jsou celkový zdravotní stav osoby nebo předchozí léčba.

Kritéria způsobilosti

Věk způsobilý ke studiu

65 let a starší (Starší dospělý)

Přijímá zdravé dobrovolníky

Ne

Pohlaví způsobilá ke studiu

Všechno

Popis

Inclusion Criteria:

  1. ≥ 65 years old
  2. Montreal Cognitive Assessment (MoCA) score ≥ 18
  3. clear eyesight and hearing
  4. both upper and lower limbs are functional
  5. normal communication

Exclusion Criteria:

  1. injury, fracture, and breathing problem
  2. surgery during the research
  3. severe disease affecting cognitive functions.

Studijní plán

Tato část poskytuje podrobnosti o studijním plánu, včetně toho, jak je studie navržena a co studie měří.

Jak je studie koncipována?

Detaily designu

  • Primární účel: Výzkum zdravotnických služeb
  • Přidělení: Randomizované
  • Intervenční model: Paralelní přiřazení
  • Maskování: Žádné (otevřený štítek)

Zbraně a zásahy

Skupina účastníků / Arm
Intervence / Léčba
Experimentální: gross-motor group (GMG)

The participants of GMG received motor-cognitive dual-task training. The sensors used by the participants were four different colored buttons. The participants wear a suit with two buttons on the shoulders and the other two fasten on the knees by velcros. To accomplish the tasks, the participants had to slap the correct colored buttons. The stretching of upper or lower limbs was demanding while slapping, so the participants of GMG received a training which required cognitive and motor functions at the same time.

The participants attended 2 sessions per week and lasted for 4 weeks. Each session lasted 75 minutes, mainly including 30 minutes for game introduction and warm-up, 30 minutes for game training, and 15 minutes for rest during the training. Each task lasted 10 minutes, and each session contained 3 tasks. The game difficulty could be adjusted automatically according to the performance of participants.

First task was short-term memory training. Participants were instructed to memorize different colored circles with ordinal numbers which would disappear later. They triggered correct colored sensor in sequence according to their memory.

Second task was divided attention training. Different colored circles with ordinal numbers would not disappear this time.The participants should trigger correct colored sensor according to their sequence.

Third task was inhibitory function training. There were red and green lights, just like the traffic light, hung up at the upper left of the scene. Red light represented prohibition of triggering the colored sensor, while green light urged to trigger it. Yellow, red, blue and green circles showed up randomly and moved toward the beige region. When the circle came extremely closer to the beige region, the traffic light was randomized to lighten up red or green.The participants should judge and trigger the correct colored sensor.

Aktivní komparátor: fine-motor group (FMG)

The participants of FMG received cognitive training only. Four colored sensors used by the participants were the keys on the keyboard of the laptop. The participants simply pressed correct colored keys by fingers to complete the tasks.

The participants attended 2 sessions per week and lasted for 4 weeks. Each session lasted 75 minutes, mainly including 30 minutes for game introduction and warm-up, 30 minutes for game training, and 15 minutes for rest during the training. Each task lasted 10 minutes, and each session contained 3 tasks. The game difficulty could be adjusted automatically according to the performance of participants.

First task was short-term memory training. Participants were instructed to memorize different colored circles with ordinal numbers which would disappear later. They triggered correct colored sensor in sequence according to their memory.

Second task was divided attention training. Different colored circles with ordinal numbers would not disappear this time.The participants should trigger correct colored sensor according to their sequence.

Third task was inhibitory function training. There were red and green lights, just like the traffic light, hung up at the upper left of the scene. Red light represented prohibition of triggering the colored sensor, while green light urged to trigger it. Yellow, red, blue and green circles showed up randomly and moved toward the beige region. When the circle came extremely closer to the beige region, the traffic light was randomized to lighten up red or green.The participants should judge and trigger the correct colored sensor.

Co je měření studie?

Primární výstupní opatření

Měření výsledku
Popis opatření
Časové okno
Change from Baseline Montreal Cognitive Assessment (MoCA) Taiwan Version at the 4th, 8th and 16th weeks
Časové okno: baseline, 4th weeks pretest, 8th weeks posttest, 16th weeks follow-up
overall cognitive function
baseline, 4th weeks pretest, 8th weeks posttest, 16th weeks follow-up
Change from Baseline Digit Span Task-forward (DS-forward) at the 4th, 8th and 16th weeks
Časové okno: baseline, 4th weeks pretest, 8th weeks posttest, 16th weeks follow-up
short-term memory
baseline, 4th weeks pretest, 8th weeks posttest, 16th weeks follow-up
Change from Baseline Color Trails Test-2 (CTT-2) at the 4th, 8th and 16th weeks
Časové okno: baseline, 4th weeks pretest, 8th weeks posttest, 16th weeks follow-up
divided attention
baseline, 4th weeks pretest, 8th weeks posttest, 16th weeks follow-up
Change from Baseline Stroop Color Word Test (SCWT) at the 4th, 8th and 16th weeks
Časové okno: baseline, 4th weeks pretest, 8th weeks posttest, 16th weeks follow-up
inhibitory function
baseline, 4th weeks pretest, 8th weeks posttest, 16th weeks follow-up
Change from Baseline Nine Hole Peg Test (NHPT) at the 4th, 8th and 16th weeks
Časové okno: baseline, 4th weeks pretest, 8th weeks posttest, 16th weeks follow-up
motor function of upper limbs
baseline, 4th weeks pretest, 8th weeks posttest, 16th weeks follow-up
Change from Baseline Get-Up and Go Test (GUG) at the 4th, 8th and 16th weeks
Časové okno: baseline, 4th weeks pretest, 8th weeks posttest, 16th weeks follow-up
motor function of lower limbs and balance
baseline, 4th weeks pretest, 8th weeks posttest, 16th weeks follow-up
Change from Baseline Five-Times-Sit-to-Stand Test (FTSST) at the 4th, 8th and 16th weeks
Časové okno: baseline, 4th weeks pretest, 8th weeks posttest, 16th weeks follow-up
motor function of lower limbs and balance
baseline, 4th weeks pretest, 8th weeks posttest, 16th weeks follow-up

Sekundární výstupní opatření

Měření výsledku
Popis opatření
Časové okno
Change from 4th weeks Game1 (first scenario) evaluated the performance of short-term memory at 8th weeks
Časové okno: 4th weeks pretest, 8th weeks posttest
Game assessment was a new way to evaluate cognitive performance of the participant through the score. All participants proceeded all three scenarios but challenged same degree of difficulty.
4th weeks pretest, 8th weeks posttest
Change from 4th weeks Game2 (second scenario) evaluated divided attention at 8th weeks
Časové okno: 4th weeks pretest, 8th weeks posttest
Game assessment was a new way to evaluate cognitive performance of the participant through the score. All participants proceeded all three scenarios but challenged same degree of difficulty.
4th weeks pretest, 8th weeks posttest
Change from 4th weeks Game3 (third scenario) evaluated inhibitory function at 8th weeks
Časové okno: 4th weeks pretest, 8th weeks posttest
Game assessment was a new way to evaluate cognitive performance of the participant through the score. All participants proceeded all three scenarios but challenged same degree of difficulty.
4th weeks pretest, 8th weeks posttest

Spolupracovníci a vyšetřovatelé

Zde najdete lidi a organizace zapojené do této studie.

Vyšetřovatelé

  • Vrchní vyšetřovatel: Central Contact Backup Mao, National Taiwan University Hospital

Termíny studijních záznamů

Tato data sledují průběh záznamů studie a předkládání souhrnných výsledků na ClinicalTrials.gov. Záznamy ze studií a hlášené výsledky jsou před zveřejněním na veřejné webové stránce přezkoumány Národní lékařskou knihovnou (NLM), aby se ujistily, že splňují specifické standardy kontroly kvality.

Hlavní termíny studia

Začátek studia (Aktuální)

1. května 2018

Primární dokončení (Aktuální)

27. června 2018

Dokončení studie (Aktuální)

27. června 2018

Termíny zápisu do studia

První předloženo

5. května 2019

První předloženo, které splnilo kritéria kontroly kvality

5. května 2019

První zveřejněno (Aktuální)

7. května 2019

Aktualizace studijních záznamů

Poslední zveřejněná aktualizace (Aktuální)

11. srpna 2020

Odeslaná poslední aktualizace, která splnila kritéria kontroly kvality

9. srpna 2020

Naposledy ověřeno

1. srpna 2020

Více informací

Termíny související s touto studií

Další identifikační čísla studie

  • 201804055RINC

Plán pro data jednotlivých účastníků (IPD)

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Ne

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Studuje lékový produkt regulovaný americkým FDA

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Studuje produkt zařízení regulovaný americkým úřadem FDA

Ne

produkt vyrobený a vyvážený z USA

Ne

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