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An investigation of far and near transfer in a gamified visual learning paradigm

After training, visual perceptual learning improvements are mostly constrained to the trained stimulus feature and retinal location. The aim of this study is to construct an integrated paradigm where the visual learning happens in a more natural context and in parallel for multiple stimulus types, a...

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Autores principales: Duyck, Stefanie, Op de Beeck, Hans
Formato: Online Artículo Texto
Lenguaje:English
Publicado: Public Library of Science 2019
Materias:
Acceso en línea:https://www.ncbi.nlm.nih.gov/pmc/articles/PMC6932774/
https://www.ncbi.nlm.nih.gov/pubmed/31877187
http://dx.doi.org/10.1371/journal.pone.0227000
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author Duyck, Stefanie
Op de Beeck, Hans
author_facet Duyck, Stefanie
Op de Beeck, Hans
author_sort Duyck, Stefanie
collection PubMed
description After training, visual perceptual learning improvements are mostly constrained to the trained stimulus feature and retinal location. The aim of this study is to construct an integrated paradigm where the visual learning happens in a more natural context and in parallel for multiple stimulus types, and to test the generalization of learning-related improvements towards untrained features, locations, and more general cognitive domains. Half the subjects were trained with a gamified perceptual learning paradigm for ten hours, which consisted of an orientation discrimination task and a novel object categorization task embedded in a three-dimensional maze. A second group of subjects, an active control group, played ten hours of Candy Crush Saga. Before and after training, all subjects completed a ‘near transfer’ orientation discrimination and novel object categorization task, as well as a set of ‘far transfer’ general cognitive and attentional tasks. During the perceptual learning tasks, two different stimulus features and two retinal location pairs were assessed in each task. For the experimental group, one stimulus feature and retinal location pair was trained, whilst the other one remained untrained. Both features and location pairs were untrained in the control group. Far transfer did occur in some domains across all subjects irrespective of the training regimen (i.e. executive functioning, mental rotation performance, and multitask performance and speed). Near transfer was present in both groups, however only more pronounced for one particular task in the experimental group, namely novel object categorization. To conclude, all but one near transfer task did not generalize more than the control group.
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spelling pubmed-69327742020-01-07 An investigation of far and near transfer in a gamified visual learning paradigm Duyck, Stefanie Op de Beeck, Hans PLoS One Research Article After training, visual perceptual learning improvements are mostly constrained to the trained stimulus feature and retinal location. The aim of this study is to construct an integrated paradigm where the visual learning happens in a more natural context and in parallel for multiple stimulus types, and to test the generalization of learning-related improvements towards untrained features, locations, and more general cognitive domains. Half the subjects were trained with a gamified perceptual learning paradigm for ten hours, which consisted of an orientation discrimination task and a novel object categorization task embedded in a three-dimensional maze. A second group of subjects, an active control group, played ten hours of Candy Crush Saga. Before and after training, all subjects completed a ‘near transfer’ orientation discrimination and novel object categorization task, as well as a set of ‘far transfer’ general cognitive and attentional tasks. During the perceptual learning tasks, two different stimulus features and two retinal location pairs were assessed in each task. For the experimental group, one stimulus feature and retinal location pair was trained, whilst the other one remained untrained. Both features and location pairs were untrained in the control group. Far transfer did occur in some domains across all subjects irrespective of the training regimen (i.e. executive functioning, mental rotation performance, and multitask performance and speed). Near transfer was present in both groups, however only more pronounced for one particular task in the experimental group, namely novel object categorization. To conclude, all but one near transfer task did not generalize more than the control group. Public Library of Science 2019-12-26 /pmc/articles/PMC6932774/ /pubmed/31877187 http://dx.doi.org/10.1371/journal.pone.0227000 Text en © 2019 Duyck, Op de Beeck http://creativecommons.org/licenses/by/4.0/ This is an open access article distributed under the terms of the Creative Commons Attribution License (http://creativecommons.org/licenses/by/4.0/) , which permits unrestricted use, distribution, and reproduction in any medium, provided the original author and source are credited.
spellingShingle Research Article
Duyck, Stefanie
Op de Beeck, Hans
An investigation of far and near transfer in a gamified visual learning paradigm
title An investigation of far and near transfer in a gamified visual learning paradigm
title_full An investigation of far and near transfer in a gamified visual learning paradigm
title_fullStr An investigation of far and near transfer in a gamified visual learning paradigm
title_full_unstemmed An investigation of far and near transfer in a gamified visual learning paradigm
title_short An investigation of far and near transfer in a gamified visual learning paradigm
title_sort investigation of far and near transfer in a gamified visual learning paradigm
topic Research Article
url https://www.ncbi.nlm.nih.gov/pmc/articles/PMC6932774/
https://www.ncbi.nlm.nih.gov/pubmed/31877187
http://dx.doi.org/10.1371/journal.pone.0227000
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