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Small Acute Benefits of 4 Weeks Processing Speed Training Games on Processing Speed and Inhibition Performance and Depressive Mood in the Healthy Elderly People: Evidence from a Randomized Control Trial

Nouchi, Rui, Saito, Toshiki, Nouchi, Haruka, Kawashima, Ryuta·2016·Frontiers in Aging Neuroscience

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FIGURE 1 Consolidated standards of reporting trial (CONSORT) diagram.
FIGURE 1 Consolidated standards of reporting trial (CONSORT) diagram.CC BY · PubMed Central
FIGURE 2 A processing speed training game and knowledge quiz training games. For connection numbers (A), participants connect numbers in number order. In the case of (A), participants are asked to draw the lines from a smaller number to a big number as quick as possible (1→2→3→4→5). For translating figures to numbers (B), participants select numbers related to target figures. The rule is presented at the top left corner of the screen. The numeric keypad (response pad) is present at right side of the screen. In the case of (B), circle correspond to 1, triangle correspond to 2, and star correspond to 3. The rule is changed every game. The target figure is presented around the center of the screen. In the case, participants are asked to touch the specific number (3) related to the target figure (triangle) as quick as possible. For calculation with whack-a-mole (C), participants conduct simple calculations with tapping targets. The numeric keypad (response pad) is present at right side of the screen. In the case of (C), the tapping target is a mole. A numerical expression is presented around the center of the screen (e.g., 1 + 9). The tapping target is moving until participant tap the target and the number of the tapping target increase during the game. In the case, participants are asked to response the answer of the numerical expression (10) and to tap the target as quick as possible. For the meaning of words (D), participants answer a pronunciation of Kanji. A quiz is presented at the top of the screen. In the case of (D), the target Kanji (: squilla) is presented. The five pronunciations are presented. In the case, the first pronunciation is dojyou (: loach), the second pronunciation is saba (: mackerel), the third pronunciation is kaba (: hippopotamus), the fourth pronunciation is iwana (: char), the fifth pronunciation is syako (: squilla). Participants are asked to select the corrected pronunciation of the target Kanji (in this case, the corrected answer is the fifth pronunciation: syako).
FIGURE 2 A processing speed training game and knowledge quiz training games. For connection numbers (A), participants connect numbers in number order. In the case of (A), participants are asked to draw the lines from a smaller number to a big number as quick as possible (1→2→3→4→5). For translating figures to numbers (B), participants select numbers related to target figures. The rule is presented at the top left corner of the screen. The numeric keypad (response pad) is present at right side of the screen. In the case of (B), circle correspond to 1, triangle correspond to 2, and star correspond to 3. The rule is changed every game. The target figure is presented around the center of the screen. In the case, participants are asked to touch the specific number (3) related to the target figure (triangle) as quick as possible. For calculation with whack-a-mole (C), participants conduct simple calculations with tapping targets. The numeric keypad (response pad) is present at right side of the screen. In the case of (C), the tapping target is a mole. A numerical expression is presented around the center of the screen (e.g., 1 + 9). The tapping target is moving until participant tap the target and the number of the tapping target increase during the game. In the case, participants are asked to response the answer of the numerical expression (10) and to tap the target as quick as possible. For the meaning of words (D), participants answer a pronunciation of Kanji. A quiz is presented at the top of the screen. In the case of (D), the target Kanji (: squilla) is presented. The five pronunciations are presented. In the case, the first pronunciation is dojyou (: loach), the second pronunciation is saba (: mackerel), the third pronunciation is kaba (: hippopotamus), the fourth pronunciation is iwana (: char), the fifth pronunciation is syako (: squilla). Participants are asked to select the corrected pronunciation of the target Kanji (in this case, the corrected answer is the fifth pronunciation: syako).CC BY · PubMed Central

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Metadata

Authors
Nouchi, R., Saito, T., Nouchi, H., & Kawashima, R.
Venue
Frontiers in Aging Neuroscience
Published
2016-12-23
Volume
8
ISSN
1663-4365
Cited by
45
References
11
Funders
  • Tohoku University
  • Japan Society for the Promotion of Science

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