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Efficacy of Computer-Based Cognitive Game Training for Healthy Elderly

9 de agosto de 2020 atualizado por: 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?

Visão geral do estudo

Descrição detalhada

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.

Tipo de estudo

Intervencional

Inscrição (Real)

16

Estágio

  • Não aplicável

Contactos e Locais

Esta seção fornece os detalhes de contato para aqueles que conduzem o estudo e informações sobre onde este estudo está sendo realizado.

Locais de estudo

      • Taipei, Taiwan, 100
        • National Taiwan University Hospital

Critérios de participação

Os pesquisadores procuram pessoas que se encaixem em uma determinada descrição, chamada de critérios de elegibilidade. Alguns exemplos desses critérios são a condição geral de saúde de uma pessoa ou tratamentos anteriores.

Critérios de elegibilidade

Idades elegíveis para estudo

65 anos e mais velhos (Adulto mais velho)

Aceita Voluntários Saudáveis

Não

Gêneros Elegíveis para o Estudo

Tudo

Descrição

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.

Plano de estudo

Esta seção fornece detalhes do plano de estudo, incluindo como o estudo é projetado e o que o estudo está medindo.

Como o estudo é projetado?

Detalhes do projeto

  • Finalidade Principal: Pesquisa de serviços de saúde
  • Alocação: Randomizado
  • Modelo Intervencional: Atribuição Paralela
  • Mascaramento: Nenhum (rótulo aberto)

Armas e Intervenções

Grupo de Participantes / Braço
Intervenção / Tratamento
Experimental: 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.

Comparador Ativo: 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.

O que o estudo está medindo?

Medidas de resultados primários

Medida de resultado
Descrição da medida
Prazo
Change from Baseline Montreal Cognitive Assessment (MoCA) Taiwan Version at the 4th, 8th and 16th weeks
Prazo: 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
Prazo: 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
Prazo: 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
Prazo: 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
Prazo: 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
Prazo: 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
Prazo: 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

Medidas de resultados secundários

Medida de resultado
Descrição da medida
Prazo
Change from 4th weeks Game1 (first scenario) evaluated the performance of short-term memory at 8th weeks
Prazo: 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
Prazo: 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
Prazo: 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

Colaboradores e Investigadores

É aqui que você encontrará pessoas e organizações envolvidas com este estudo.

Investigadores

  • Investigador principal: Central Contact Backup Mao, National Taiwan University Hospital

Datas de registro do estudo

Essas datas acompanham o progresso do registro do estudo e os envios de resumo dos resultados para ClinicalTrials.gov. Os registros do estudo e os resultados relatados são revisados ​​pela National Library of Medicine (NLM) para garantir que atendam aos padrões específicos de controle de qualidade antes de serem publicados no site público.

Datas Principais do Estudo

Início do estudo (Real)

1 de maio de 2018

Conclusão Primária (Real)

27 de junho de 2018

Conclusão do estudo (Real)

27 de junho de 2018

Datas de inscrição no estudo

Enviado pela primeira vez

5 de maio de 2019

Enviado pela primeira vez que atendeu aos critérios de CQ

5 de maio de 2019

Primeira postagem (Real)

7 de maio de 2019

Atualizações de registro de estudo

Última Atualização Postada (Real)

11 de agosto de 2020

Última atualização enviada que atendeu aos critérios de controle de qualidade

9 de agosto de 2020

Última verificação

1 de agosto de 2020

Mais Informações

Termos relacionados a este estudo

Outros números de identificação do estudo

  • 201804055RINC

Plano para dados de participantes individuais (IPD)

Planeja compartilhar dados de participantes individuais (IPD)?

Não

Informações sobre medicamentos e dispositivos, documentos de estudo

Estuda um medicamento regulamentado pela FDA dos EUA

Não

Estuda um produto de dispositivo regulamentado pela FDA dos EUA

Não

produto fabricado e exportado dos EUA

Não

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