Your browser doesn't support javascript.
loading
Show: 20 | 50 | 100
Results 1 - 9 de 9
Filter
Add more filters










Database
Language
Publication year range
1.
Front Psychol ; 13: 907121, 2022.
Article in English | MEDLINE | ID: mdl-35936305

ABSTRACT

Daily classroom activities that require children to perform visual search (VS) tasks are common across all educational levels: from searching for a missing piece of a puzzle in kindergarten to solving equations in college. However, VS tasks are often not performed in isolation, but rather students are maintaining information related to an ongoing task that loads working memory (WM). Unfortunately, it is still unclear how these processes interact and evolve in development. The present work aims to study how a concurrent visual WM (VWM) load can modulate VS performance based on the Developmental Model of Endogenous Mental Attention (Pascual-Leone and Johnson, 1999, 2005, 2021). A sample of kindergarten, elementary (2nd and 4th grades), middle school (6th grade), and college students looked for real-world photorealistic targets while maintaining similar objects in VWM in a dual-task paradigm. VWM load was manipulated using high and low memory load conditions. Additionally, looking for potential modulations related to individual differences, we studied the relationship between IQ, VWM span, and executive functions with VS efficiency. Finally, we also registered reported measures of potential strategies employed during the VS task. The results from a large sample of 147 participants between 5 and 25 years old revealed that even the youngest children could efficiently perform a VS task with a concurrent VWM load, replicating previous results found in adulthood. However, we found a slight increase in false alarms and commission errors when memory was highly loaded for all the participants regardless of age. As expected, we found positive correlations between VS efficiency and IQ and VWM span measures. Interestingly, the proportion of participants who used tracking organization strategies increased with age in all cases. However, although cognitive strategies to remember the target became more complex as age increased, it was only significant under the low VWM load conditions. The results seem relevant to understanding the development of VS based on the Model of Endogenous Mental Attention and the design of training programs to improve attention. The implications in educational contexts are discussed and are especially relevant for students with learning disabilities or attention problems.

2.
Psychon Bull Rev ; 27(3): 504-511, 2020 Jun.
Article in English | MEDLINE | ID: mdl-32043221

ABSTRACT

Most studies of visual search across the life span have focused on classic feature and conjunction searches in which observers search for a fixed, simple shape target among relatively homogeneous distractors over a block of multiple trials. In the present study, we examine a more realistic task in which participants (4 to 25 years-old) look for images of real objects, presented amongst a heterogeneous array of other objects. The target is unique on every trial, unlike in previous developmental studies of visual search. Our new touchscreen-based "Pirate-Treasure" search also allows the testing of younger children within a video-game-like task. With this method, we tested a large sample (n = 293) of typically developing children and young adults. We assessed the developmental course of different search metrics like search efficiency, motor response differences, and accuracy (misses and false-alarm errors). Results show the most rapid time courses in development for accuracy. Search slopes reach the young adult level most slowly. The intercepts of the Reaction Time (RT) × Set Size function are often attributed to nonsearch perceptual and motor components of the task. The intercept time course is intermediate between accuracy and slope. Interestingly, these developmental functions follow time courses proposed in neuropsychological models of executive function development. This suggests that a single, video-game-like search task could be useful in routine assessments of cognitive development.


Subject(s)
Human Development/physiology , Psychomotor Performance/physiology , Space Perception/physiology , Visual Perception/physiology , Adolescent , Adult , Attention/physiology , Child , Child, Preschool , Female , Humans , Male , Young Adult
3.
Front Psychol ; 10: 2332, 2019.
Article in English | MEDLINE | ID: mdl-31749727

ABSTRACT

BACKGROUND: Given the importance of attention and executive functions (EF) in children's behavior, programs aimed at improving these processes are of special interest. Nexxo-training combines the use of the Nexxo touchscreen application (inhibition and vigilance tasks) with procedural metacognitive strategies (imparted by an instructor) for all the individuals using the app, regardless of their level of ability, plus compensatory strategies based on individual child performance. This study presents an analysis of the compensatory strategies that schoolchildren (aged 6-8 years old) receive when experiencing difficulties with EF tasks, in addition to an analysis of the developmental factors and cognitive skills that may modulate EF task performance. METHODS: For this study, we use data from a previous randomized active-controlled study (under review), in which forty-six typically developing children aged between 6 and 8 years old (24 girls/22 boys) were enrolled in the training group. The selected children were in the 1st grade (n = 28, x ¯ = 78.32 ± 4.037 months) and 3rd grade of primary education (n = 18, x ¯ = 102.11 ± 3.445). We collected data on EF training performance, compensatory strategies needed and neuropsychological assessments. RESULTS: A total of 80.43% participants required some form of compensatory strategy during training. Regarding required compensatory strategies, those who had lower scores in EF training needed more compensatory strategies, in particular, instructional comprehension (r = -0.561, p < 0.001 for inhibition-tasks; r = -0.342, p < 0.001 for vigilance-tasks). Concerning developmental factors, age significantly predicted better performance in both EF tasks (ß = 0.613, p < 0.001 for inhibition; ß = 0.706, p < 0.001 for attention). As regards task performance, those with better performance in inhibition tasks also had better performance in vigilance tasks (r = 0.72, p < 0.001). Finally, regarding cognitive skills, participants with higher performance in fluid intelligence (Q1, n = 12) had higher scores (U = 14.5, p < 0.05) than the group with the lowest performance (Q4, n = 11) in vigilance. CONCLUSION: As previous literature suggests, inhibition is one of the core processes of EF. Therefore, we should focus training on the core EF processes. Inhibition and vigilance are closely related processes. In terms of the use of compensatory strategies, these are more needed for participants with lower levels of performance in inhibition or vigilance. Regarding strategy analysis, instructional comprehension and self-instruction (goal setting and planning) seem to be the most useful strategies for those with difficulties in inhibitory and vigilance task performance. Regarding development, as expected, age moderates task performance in inhibition and attention. Finally, cognitive skills, such as fluid intelligence and cognitive flexibility, predicted better results in attention. EF training using not only an app, but also compensatory strategies based on user performance, is a new research direction offering more opportunities to generalize EF training in everyday life.

4.
Front Psychol ; 10: 1942, 2019.
Article in English | MEDLINE | ID: mdl-31551853

ABSTRACT

Prematurity presents a risk for higher order cognitive functions. Some of these deficits manifest later in development, when these functions are expected to mature. However, the causes and consequences of prematurity are still unclear. We conducted a longitudinal study to first identify clinical predictors of ultrasound brain abnormalities in 196 children born very preterm (VP; gestational age ≤32 weeks) and with very low birth weight (VLBW; birth weight ≤1500 g). At ages 8-16, the subset of VP-VLBW children without neurological findings (124) were invited for a neuropsychological assessment and an MRI scan (41 accepted). Of these, 29 met a rigorous criterion for MRI quality and an age, and gender-matched control group (n = 14) was included in this study. The key findings in the VP-VLBW neonates were: (a) 37% of the VP-VLBW neonates had ultrasound brain abnormalities; (b) gestational age and birth weight collectively with hospital course (i.e., days in hospital, neonatal intensive care, mechanical ventilation and with oxygen therapy, surgeries, and retinopathy of prematurity) predicted ultrasound brain abnormalities. At ages 8-16, VP-VLBW children showed: a) lower intelligent quotient (IQ) and executive function; b) decreased gray and white matter (WM) integrity; (c) IQ correlated negatively with cortical thickness in higher order processing cortical areas. In conclusion, our data indicate that facets of executive function and IQ are the most affected in VP-VLBW children likely due to altered higher order cortical areas and underlying WM.

5.
Front Psychol ; 9: 565, 2018.
Article in English | MEDLINE | ID: mdl-29780336

ABSTRACT

Background: Brain training products are becoming increasingly popular for children and adolescents. Despite the marketing aimed at their use in the general population, these products may provide more benefits for specific neurologically impaired populations. A review of Brain Training (BT) products analyzing their efficacy while considering the methodological limitations of supporting research is required for practical applications. Method: searches were made of the PubMed database (until March 2017) for studies including: (1) empirical data on the use of brain training for children or adolescents and any effects on near transfer (NT) and/or far transfer (FT) and/or neuroplasticity, (2) use of brain training for cognitive training purposes, (3) commercially available training applications, (4) computer-based programs for children developed since the 1990s, and (5) relevant printed and peer-reviewed material. Results: Database searches yielded a total of 16,402 references, of which 70 met the inclusion criteria for the review. We classified programs in terms of neuroplasticity, near and far transfer, and long-term effects and their applied methodology. Regarding efficacy, only 10 studies (14.2%) have been found that support neuroplasticity, and the majority of brain training platforms claimed to be based on such concepts without providing any supporting scientific data. Thirty-six studies (51.4%) have shown far transfer (7 of them are non-independent) and only 11 (15.7%) maintained far transfer at follow-up. Considering the methodology, 40 studies (68.2%) were not randomized and controlled; for those randomized, only 9 studies (12.9%) were double-blind, and only 13 studies (18.6%) included active controls in their trials. Conclusion: Overall, few independent studies have found far transfer and long-term effects. The majority of independent results found only near transfer. There is a lack of double-blind randomized trials which include an active control group as well as a passive control to properly control for contaminant variables. Based on our results, Brain Training Programs as commercially available products are not as effective as first expected or as they promise in their advertisements.

6.
Front Psychol ; 9: 451, 2018.
Article in English | MEDLINE | ID: mdl-29674988

ABSTRACT

The use of virtual reality-based tasks for studying memory has increased considerably. Most of the studies that have looked at child population factors that influence performance on such tasks have been focused on cognitive variables. However, little attention has been paid to the impact of non-cognitive skills. In the present paper, we tested 52 typically-developing children aged 5-12 years in a virtual object-location task. The task assessed their spatial short-term memory for the location of three objects in a virtual city. The virtual task environment was presented using a 3D application consisting of a 120″ stereoscopic screen and a gamepad interface. Measures of learning and displacement indicators in the virtual environment, 3D perception, satisfaction, and usability were obtained. We assessed the children's videogame experience, their visuospatial span, their ability to build blocks, and emotional and behavioral outcomes. The results indicate that learning improved with age. Significant effects on the speed of navigation were found favoring boys and those more experienced with videogames. Visuospatial skills correlated mainly with ability to recall object positions, but the correlation was weak. Longer paths were related with higher scores of withdrawal behavior, attention problems, and a lower visuospatial span. Aggressiveness and experience with the device used for interaction were related with faster navigation. However, the correlations indicated only weak associations among these variables.

7.
PLoS One ; 11(8): e0161858, 2016.
Article in English | MEDLINE | ID: mdl-27579715

ABSTRACT

This paper presents the MnemoCity task, which is a 3D application that introduces the user into a totally 3D virtual environment to evaluate spatial short-term memory. A study has been carried out to validate the MnemoCity task for the assessment of spatial short-term memory in children, by comparing the children's performance in the developed task with current approaches. A total of 160 children participated in the study. The task incorporates two types of interaction: one based on standard interaction and another one based on natural interaction involving physical movement by the user. There were no statistically significant differences in the results of the task using the two types of interaction. Furthermore, statistically significant differences were not found in relation to gender. The correlations between scores were obtained using the MnemoCity task and a traditional procedure for assessing spatial short-term memory. Those results revealed that the type of interaction used did not affect the performance of children in the MnemoCity task.


Subject(s)
Memory, Short-Term/physiology , Spatial Memory/physiology , Task Performance and Analysis , Child , Child, Preschool , Female , Humans , Male , Mental Recall , Neuropsychological Tests , User-Computer Interface
8.
PLoS One ; 9(12): e113751, 2014.
Article in English | MEDLINE | ID: mdl-25438146

ABSTRACT

Short-term memory can be defined as the capacity for holding a small amount of information in mind in an active state for a short period of time. Although some instruments have been developed to study spatial short-term memory in real environments, there are no instruments that are specifically designed to assess visuospatial short-term memory in an attractive way to children. In this paper, we present the ARSM (Augmented Reality Spatial Memory) task, the first Augmented Reality task that involves a user's movement to assess spatial short-term memory in healthy children. The experimental procedure of the ARSM task was designed to assess the children's skill to retain visuospatial information. They were individually asked to remember the real place where augmented reality objects were located. The children (N = 76) were divided into two groups: preschool (5-6 year olds) and primary school (7-8 year olds). We found a significant improvement in ARSM task performance in the older group. The correlations between scores for the ARSM task and traditional procedures were significant. These traditional procedures were the Dot Matrix subtest for the assessment of visuospatial short-term memory of the computerized AWMA-2 battery and a parent's questionnaire about a child's everyday spatial memory. Hence, we suggest that the ARSM task has high verisimilitude with spatial short-term memory skills in real life. In addition, we evaluated the ARSM task's usability and perceived satisfaction. The study revealed that the younger children were more satisfied with the ARSM task. This novel instrument could be useful in detecting visuospatial short-term difficulties that affect specific developmental navigational disorders and/or school academic achievement.


Subject(s)
Memory, Short-Term , Spatial Memory , Child , Child, Preschool , Female , Humans , Male , Neuropsychological Tests , Software , Task Performance and Analysis
9.
Eur Arch Psychiatry Clin Neurosci ; 256(7): 437-41, 2006 Oct.
Article in English | MEDLINE | ID: mdl-16788767

ABSTRACT

The cannabinoid receptor 1 gene (CNR1) has been associated with addictive disorders and schizophrenia in different studies. We have compared the frequencies of the alleles for the 3'-UTR CNR1 microsatellite in a sample of 113 Spanish schizophrenic patients, including 68 with comorbid substance abuse, and 111 healthy controls. We report that the frequency of the allele 4 of this microsatellite is significantly lower in schizophrenia patients when compared with controls (chi(2) = 7.858; df 1; P = 0.005). No differences have been found with respect to substance abuse.Thus, the allele 4 represents, in our sample, a protective factor against schizophrenia (odds ratio 0.468, 95% confidence interval (CI) 0.27-0.79). The population attributable genetic risk for the allele 4 absence is 30% (95% CI = 17-41%) and the attributable risk for the allele 4 absence in those with schizophrenia is 53% (95% CI = 20-73%). Our results suggest that, independent of substance abuse, differences in the cannabinoid system function could be involved in the vulnerability to schizophrenia in Spanish population.


Subject(s)
Receptor, Cannabinoid, CB1/genetics , Schizophrenia/genetics , Adult , Alleles , Female , Gene Frequency , Genotype , Humans , Male , Microsatellite Repeats/genetics , Odds Ratio , Psychiatric Status Rating Scales , Reverse Transcriptase Polymerase Chain Reaction , Risk , Schizophrenia/epidemiology , Spain/epidemiology , Trinucleotide Repeats/genetics
SELECTION OF CITATIONS
SEARCH DETAIL
...