RESULTS: There were significant effects of age on baseline LMM scores (β = −.31, standard error or SE = .02, P The notion that human learning follows a smooth power law (PL) of diminishing gains is well-established in psychology.This characteristic is observed when multiple curves are averaged, potentially masking more complex dynamics underpinning the curves of individual learners.
RESULTS: There were significant effects of age on baseline LMM scores (β = −.31, standard error or SE = .02, P The notion that human learning follows a smooth power law (PL) of diminishing gains is well-established in psychology.
Performance in later pieces typically surpassed that in earlier pieces, after a brief drop in performance at the transition point.
The transition rate was negatively associated with age, even after controlling for overall performance. Age-related cognitive and brain declines can result in functional deterioration in many cognitive domains, dependency, and dementia.
Our results suggest at least two processes at work in individual learning curves: locally, a gradual, smooth improvement, with diminishing gains within a specific strategy, which is modeled well as a PL; and globally, a discrete sequence of strategy shifts, in which each strategy is better in the long term than the ones preceding it. A major goal of aging research is to investigate methods that help to maintain brain health, cognition, independent living and wellbeing in older adults.
The piecewise extension of the classic PL of practice has implications for both individual skill acquisition and theories of learning. This randomized controlled study investigated the effects of 20 1-h non-action video game training sessions with games selected from a commercially available package (Lumosity) on a series of age-declined cognitive functions and subjective wellbeing.
Here, we analyzed 25,280 individual learning curves, each comprising 500 measurements of cognitive performance taken from four cognitive tasks.
A piecewise PL (PPL) model explained the individual learning curves significantly better than a single PL, controlling for model complexity.
Ballesteros S, Prieto A, Mayas J, Toril P, Pita C, Ponce de León L, Reales JM and Waterworth J (2014) Brain training with non-action video games enhances aspects of cognition in older adults: a randomized controlled trial. Two groups of healthy older adults participated in the study, the experimental group who received the training and the control group who attended three meetings with the research team along the study.
Groups were similar at baseline on demographics, vocabulary, global cognition, and depression status.
RESULTS: Compliance was high with an average of 25.0 hours of program use (80% of the target) and did not differ between conditions (25.7 vs. The cognitive training program was compared to an active control condition in which participants completed crossword puzzles.
All participants were recruited, trained, and tested online (N = 4,715 fully evaluable participants).