Cognitive Modeling To Inform the Design of Executive Function Training
Project/Area Number |
19K20996
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Project/Area Number (Other) |
18H05804 (2018)
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Research Category |
Grant-in-Aid for Research Activity Start-up
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Allocation Type | Multi-year Fund (2019) Single-year Grants (2018) |
Review Section |
0110:Psychology and related fields
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Research Institution | Hokkaido University (2021-2022) The University of Tokyo (2018-2020) |
Principal Investigator |
Robb Nigel 北海道大学, メディア・コミュニケーション研究院, 特任准教授 (00825466)
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Project Period (FY) |
2018-08-24 – 2023-03-31
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Project Status |
Completed (Fiscal Year 2022)
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Budget Amount *help |
¥910,000 (Direct Cost: ¥700,000、Indirect Cost: ¥210,000)
Fiscal Year 2019: ¥650,000 (Direct Cost: ¥500,000、Indirect Cost: ¥150,000)
Fiscal Year 2018: ¥260,000 (Direct Cost: ¥200,000、Indirect Cost: ¥60,000)
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Keywords | Cognitive training / Cognitive models / Cognitive model / Cognitive modeling / Executive function / Cognitive modelling / Cognitive Modelling / Executive Function / Cognitive Training |
Outline of Research at the Start |
Executive functions are cognitive skills which are important in many aspects of life. It is known that executive functions can be trained by playing certain kinds of video game. However, it is unknown which kinds of games and what features of those games are most effective in training executive functions. The purpose of this research is to develop cognitive models to simulate how executive functions are trained during video game play. The overall aim is to understand which features of games most effectively train executive functions.
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Outline of Final Research Achievements |
The aim of this project was to investigate the feasibility of using computer models of human cognition to simulate how people learn when playing cognitive training games. This involves creating a simplified model of human cognition, which simulates how information is processed during interaction with cognitive training games. This allows us to implement very specific theories of human cognition and compare their performance with results from empirical research involving human subjects. If successful, these models could be used as a design tool, to help us develop more effective cognitive training games.
Overall, while the feasibility of the approach was partially demonstrated, several important challenges were also identified during the research. Preliminary research results have been disseminated at conferences, and a final paper explaining the challenges discovered is currently in preparation.
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Academic Significance and Societal Importance of the Research Achievements |
現代社会では、脳トレゲームと脳トレアプリは手軽にダウンロードし使用できる人気ツールです。一般の方々を始め、認知障害がある方や高齢者の方々も使っています。しかし、それらのゲームとアプリは本当に認知機能を向上させることができるのか、議論がありました。本研究では、脳トレゲームとアプリのデザインを上げるように、認知モデルを開発しました。
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Report
(6 results)
Research Products
(2 results)