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Game-based situation awareness training for child and adult cyclists
Safe cycling requires situation awareness (SA), which is the basis for recognizing and anticipating hazards. Children have poorer SA than adults, which may put them at risk. This study investigates whether cyclists' SA can be trained with a video-based learning game. The effect of executive wor...
Autores principales: | , , , , , |
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Formato: | Online Artículo Texto |
Lenguaje: | English |
Publicado: |
The Royal Society Publishing
2017
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Materias: | |
Acceso en línea: | https://www.ncbi.nlm.nih.gov/pmc/articles/PMC5383826/ https://www.ncbi.nlm.nih.gov/pubmed/28405369 http://dx.doi.org/10.1098/rsos.160823 |
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author | Lehtonen, Esko Airaksinen, Jasmiina Kanerva, Kaisa Rissanen, Anna Ränninranta, Riikka Åberg, Veera |
author_facet | Lehtonen, Esko Airaksinen, Jasmiina Kanerva, Kaisa Rissanen, Anna Ränninranta, Riikka Åberg, Veera |
author_sort | Lehtonen, Esko |
collection | PubMed |
description | Safe cycling requires situation awareness (SA), which is the basis for recognizing and anticipating hazards. Children have poorer SA than adults, which may put them at risk. This study investigates whether cyclists' SA can be trained with a video-based learning game. The effect of executive working memory on SA was also studied. Thirty-six children (9–10 years) and 22 adults (21–48 years) played the game. The game had 30 video clips filmed from a cyclist's perspective. Each clip was suddenly masked and two or three locations were presented. The player's task was to choose locations with a potential hazard and feedback was given for their answers. Working memory capacity (WMC) was tested with a counting span task. Children's and adults' performance improved while playing the game, which suggests that playing the game trains SA. Adults performed better than children, and they also glanced at hazards more while the video was playing. Children expectedly had a lower WMC than adults, but WMC did not predict performance within the groups. This indicates that SA does not depend on WMC when passively viewing videos. |
format | Online Article Text |
id | pubmed-5383826 |
institution | National Center for Biotechnology Information |
language | English |
publishDate | 2017 |
publisher | The Royal Society Publishing |
record_format | MEDLINE/PubMed |
spelling | pubmed-53838262017-04-12 Game-based situation awareness training for child and adult cyclists Lehtonen, Esko Airaksinen, Jasmiina Kanerva, Kaisa Rissanen, Anna Ränninranta, Riikka Åberg, Veera R Soc Open Sci Psychology and Cognitive Neuroscience Safe cycling requires situation awareness (SA), which is the basis for recognizing and anticipating hazards. Children have poorer SA than adults, which may put them at risk. This study investigates whether cyclists' SA can be trained with a video-based learning game. The effect of executive working memory on SA was also studied. Thirty-six children (9–10 years) and 22 adults (21–48 years) played the game. The game had 30 video clips filmed from a cyclist's perspective. Each clip was suddenly masked and two or three locations were presented. The player's task was to choose locations with a potential hazard and feedback was given for their answers. Working memory capacity (WMC) was tested with a counting span task. Children's and adults' performance improved while playing the game, which suggests that playing the game trains SA. Adults performed better than children, and they also glanced at hazards more while the video was playing. Children expectedly had a lower WMC than adults, but WMC did not predict performance within the groups. This indicates that SA does not depend on WMC when passively viewing videos. The Royal Society Publishing 2017-03-22 /pmc/articles/PMC5383826/ /pubmed/28405369 http://dx.doi.org/10.1098/rsos.160823 Text en © 2017 The Authors. http://creativecommons.org/licenses/by/4.0/ Published by the Royal Society under the terms of the Creative Commons Attribution License http://creativecommons.org/licenses/by/4.0/, which permits unrestricted use, provided the original author and source are credited. |
spellingShingle | Psychology and Cognitive Neuroscience Lehtonen, Esko Airaksinen, Jasmiina Kanerva, Kaisa Rissanen, Anna Ränninranta, Riikka Åberg, Veera Game-based situation awareness training for child and adult cyclists |
title | Game-based situation awareness training for child and adult cyclists |
title_full | Game-based situation awareness training for child and adult cyclists |
title_fullStr | Game-based situation awareness training for child and adult cyclists |
title_full_unstemmed | Game-based situation awareness training for child and adult cyclists |
title_short | Game-based situation awareness training for child and adult cyclists |
title_sort | game-based situation awareness training for child and adult cyclists |
topic | Psychology and Cognitive Neuroscience |
url | https://www.ncbi.nlm.nih.gov/pmc/articles/PMC5383826/ https://www.ncbi.nlm.nih.gov/pubmed/28405369 http://dx.doi.org/10.1098/rsos.160823 |
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