基于虚拟现实的学校执行功能训练:适应性对执行功能和动机的影响

IF 8.9 1区 教育学 Q1 COMPUTER SCIENCE, INTERDISCIPLINARY APPLICATIONS
Susan Hindman, Rachel King, Antonina Pereira
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引用次数: 0

摘要

执行功能(EF)是一项在日常功能的许多方面都至关重要的技能,因此是认知训练协议的相关目标。由于目前关于EF培训的调查结果不一致,现在需要努力了解确保培训成功的核心组成部分。经常被认为是必不可少的一个关键组成部分,但缺乏坚实的经验证明是训练适应性,这被认为可以提高参与者的动机和支持参与。因此,本研究旨在探讨基于虚拟现实(VR)的小学学龄儿童EF培训中适应性与动机之间的关系。60名参与者被分配到三种情况中的一种:VR适应性训练,VR非适应性训练和被动对照组。虚拟现实条件下的训练包括12次15分钟的训练,为期4周,使用由NeuroReality开发的认知训练游戏Koji's Quest进行。所有的参与者都在赛前和赛后完成了EF测试。虚拟现实条件下的参与者在训练后也完成了激励措施。结果表明,随着时间的推移,适应性训练可能会影响转换反应,但进一步的分析并没有证实显著差异,可能是由于样本量小和得分变异性高。虽然在动机的量化测量上没有观察到差异,但定性反馈确实表明动机可能是一个促成因素。结果初步证明短期VR认知训练可能对提高小学年龄儿童的认知灵活性有效,但由于样本量小,变异性大,结果是尝试性的,需要进一步的研究。研究结果在教育应用的意义方面进行了讨论。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
Virtual reality based executive function training in schools: The impact of adaptivity on executive function and motivation
Executive function (EF) is a skill that is essential in many aspects of daily functioning and as such is a pertinent target for cognitive training protocols. With current findings about EF training being inconsistent, work is now needed to understand the core components that ensure successful training. A key component that is often cited as essential, but which lacks solid empirical justification is training adaptivity, which is thought to improve participant motivation and support engagement. Therefore, the present study aimed to explore the relationship between adaptivity and motivation, in virtual reality (VR) based EF training with primary school-aged children. Sixty participants were allocated to one of three conditions: VR adaptive training, VR non-adaptive training, and a passive control group. Training in VR conditions consisted of 12 15-min sessions, delivered over 4 weeks and was delivered using the cognitive training game Koji's Quest, developed by NeuroReality. All participants completed EF tests at pre- and post-time points. Participants in the VR conditions also completed motivation measures after the training. Results suggest that the adaptive training might influence the switching response over time, but further analyses did not confirm significant differences, possibly due to the small sample size and the high scores variability. Although no differences were observed on the quantitate measures of motivation, qualitative feedback did indicate that perhaps motivation may have been a contributing factor. Results provide initial evidence that short term VR cognitive training may be effective in improving cognitive flexibility in primary aged children, however due to the small sample size and high variability, results are tentative, and further research is necessary. Findings are discussed in terms of the implications for educational application.
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来源期刊
Computers & Education
Computers & Education 工程技术-计算机:跨学科应用
CiteScore
27.10
自引率
5.80%
发文量
204
审稿时长
42 days
期刊介绍: Computers & Education seeks to advance understanding of how digital technology can improve education by publishing high-quality research that expands both theory and practice. The journal welcomes research papers exploring the pedagogical applications of digital technology, with a focus broad enough to appeal to the wider education community.
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