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1.
音乐训练对执行功能的影响   总被引:1,自引:0,他引:1  
陈杰  刘雷  王蓉  沈海洲 《心理科学进展》2017,(11):1854-1864
尽管音乐训练影响许多认知加工,但这种广泛性影响背后的机制迄今仍不清楚。近年来,研究者认为音乐训练的迁移效应可能是通过执行功能起作用。本文将执行功能细分为抑制控制、工作记忆、认知灵活性三个核心成分,考察音乐训练对这三个成分的影响以及执行功能在音乐训练迁移效应中的中介作用。研究结果表明,音乐训练对执行功能不同成分的影响有不同特点。同时,前额叶结构与功能的变化在音乐训练影响执行功能的过程中发挥着重要作用。此外,关于执行功能在音乐训练迁移效应中的中介作用,目前研究还存在不一致的结果,未来研究应采用多种技术手段深入探讨这一问题。  相似文献   

2.
王元  李柯  盖笑松  曹逸飞 《心理学报》2020,52(10):1212-1223
本研究以基于即时反馈的Stop Signal范式为训练任务, 考察3周训练是否对青少年和成人的执行功能产生训练效应和迁移效应。发现青少年、成人实验组和积极控制组都出现了训练效应。两个实验组均产生了对反应抑制Go/No-go任务的迁移效应; 但只有青少年实验组出现了对干扰抑制Stroop任务的迁移效应。成人实验组和积极控制组都出现了对2-back任务的迁移效应; 但只有青少年实验组出现了在2-和3-back任务上的迁移效应。所有组别都未能出现对推理能力的迁移。研究证明从青春期到成年期, 基于即时反馈的反应抑制训练能够对执行功能产生训练和迁移效应, 但迁移仅限于抑制和工作记忆等基础成分, 无法改善推理能力。  相似文献   

3.
盖笑松  许洁  闫艳  王元  谢笑春 《心理学报》2021,53(5):505-514
为了考察体感游戏促进儿童执行功能的作用机制, 采用2(运动强度:高/低) × 2(认知参与:高/低) × 3(测量时间:前测、一次性训练后测、长期训练后测)的三因素混合实验设计, 对122名4~6岁儿童进行6周(每周3次)的体感游戏训练。结果发现:在一次性训练中, 体感游戏中的运动强度而不是认知参与显著促进儿童执行功能, 尤其是工作记忆; 在长期干预中, 体感游戏中的运动强度和认知参与都显著促进儿童执行功能, 且认知参与的作用大于运动强度。这一结果不但验证了体感游戏对儿童执行功能的益处, 并且阐明了体感游戏中的哪些特征能对儿童执行功能具有短期的和长期的效果。  相似文献   

4.
近期有研究发现,在工作记忆训练中给予一定策略指导会产生训练的迁移,但也有研究发现,工作记忆训练中的策略指导仅产生有限的迁移。这可能与不同策略的使用有关,如果在工作记忆训练前就已经获得并熟悉有关策略,在工作记忆训练过程中使用该策略就成为一种自动化加工,未产生足够的认知负荷,任务对认知资源的需求降低,降低个体的注意力,未能真正提高个体的工作记忆能力,仅产生了有限的迁移。今后的研究应该关注策略的使用对工作记忆训练迁移效应的神经机制,在特殊群体中验证该问题并建立影响工作记忆训练迁移效应的综合模型。  相似文献   

5.
研究发现,个体的工作记忆能力通过训练可以提高。但是,目前对于工作记忆训练的迁移效应,尚未有统一的结论。本文通过梳理相关研究,发现训练任务与评估迁移效应任务之间的结构相似性会对迁移效应产生影响。结构相似性即训练任务和未训练任务之间共享加工和加工程序,而这个共享加工和加工程序能通过发展相似的策略实现工作记忆训练的迁移。今后研究应该更加注意以往研究设计中的不足,针对不同群体的工作记忆训练效果的机制分别进行研究。  相似文献   

6.
近年来大量研究发现音乐训练对认知能力的具有积极影响,一些理论认为音乐训练的广泛迁移效应是通过执行功能起中介作用,但音乐训练与执行功能的关系至今仍存争议。研究将执行功能分为抑制控制、工作记忆和认知灵活性三个子成分,并将抑制控制进一步细分为注意抑制和反应抑制,同时区分工作记忆中主动性控制和反应性控制两种认知过程。通过对比音乐组和控制组在执行功能各任务(Go/No-go, Stroop, AX-CPT, Task-switching)上的行为表现来系统考察音乐训练与执行功能的关系。结果表明音乐训练对执行功能不同子成分的影响具有差异性,其促进效应主要体现在抑制控制中的注意抑制和工作记忆中的主动性控制,对抑制控制中的反应抑制、工作记忆中的反应性控制和认知灵活性影响较小。  相似文献   

7.
老年执行功能的认知可塑性和神经可塑性   总被引:3,自引:0,他引:3  
杜新  陈天勇 《心理科学进展》2010,18(9):1471-1480
执行衰退假说认为执行功能的特异性衰退是引起认知年老化的主要原因, 近年来越来越多的研究表明, 老年人的执行功能及其相关脑区(主要为前额叶)存在可塑性, 通过训练执行功能的衰退可得到缓解, 且相关脑区的激活水平、脑容量或神经递质都可发生改变; 部分研究还发现执行功能训练对其它认知能力有一定的迁移效应。这些发现对于认知年老化理论的继续探索和认知干预研究的实践应用都具有重要意义。  相似文献   

8.
本研究采用实验组对照组前测后测设计,对实验组(即干预组)幼儿进行为期3个月的多种形式融于教学的游戏训练(自控力养成、专注力练习、记忆棋游戏)。结果发现:(1) 两组幼儿在执行功能的三个维度(工作记忆、抑制控制和认知灵活性)上的前测成绩均无显著差异,但训练后干预组幼儿的工作记忆和认知灵活性上的增量显著高于对照组;(2) 将干预组幼儿依据执行功能水平进行高、低分组划分,发现低执行功能组幼儿在三个维度都得到了显著提升,而高执行功能组幼儿只在工作记忆上有显著提升。研究证明,短期游戏训练一定程度上可以促进农村幼儿执行功能的进步,尤其对执行功能偏低的幼儿效果更加明显,显示出补偿发展的特征。  相似文献   

9.
王婷  植凤英  陆禹同  张积家 《心理学报》2019,51(9):1040-1056
音乐训练对认知能力具有广泛的促进效应。本研究结合执行功能的三个成分(抑制控制、工作记忆和认知灵活性), 在我国民族音乐背景下, 匹配实验任务的视觉和听觉形式, 探讨侗歌经验对侗族中学生执行功能的影响。结果表明, 侗歌组被试在抑制能力和刷新能力上显著好于侗族非侗歌组被试和汉族被试, 这一优势在视觉任务中和听觉任务中均存在, 说明侗歌经验产生的认知优势具有跨感觉通道的普遍性。侗歌组被试和侗族非侗歌组被试的转换能力差异不显著。侗族非侗歌组被试的抑制能力和转换能力好于汉族被试, 这体现了语言和音乐的交互作用。  相似文献   

10.
情绪唤起对执行功能的作用   总被引:1,自引:0,他引:1  
周雅 《心理科学进展》2013,21(7):1186-1199
执行功能是对基本认知加工进行有意心理控制的所有高级认知过程.最近10年,情绪唤起对执行功能的作用机制吸引愈来愈多的研究兴趣,其中,消极情绪(尤其焦虑、抑郁)已被普遍证实损害执行功能的运行效率;积极情绪如何作用执行功能尚不明确.鉴于后者研究中的理论假设匮乏,近年兴起的积极情绪的扩展建构理论以及动机维度模型,能为理解积极情绪如何作用执行功能提供线索与启发.未来研究应深入探讨不同动机强度的积极及消极情绪对执行功能的作用机制,在这之中也应细致区分情绪唤起与情绪刺激的不同效应.  相似文献   

11.
李晴  陈安涛 《心理科学》2018,(6):1318-1324
视频游戏是一类需要借助视听设备并基于一定剧情进行操作的游戏。先前研究大多关注暴力视频游戏对攻击等负面行为的影响,但本文着重探讨视频游戏对个体认知能力的积极影响及内在神经基础,以辩证看待视频游戏对个体心理和行为的作用。本文对前人研究归纳梳理发现,视频游戏训练能使个体认知能力得到持久改善,同时论述了视频游戏中脑神经基础和奖赏预期对认知能力的调控作用。未来研究应在规范视频游戏训练技术的基础上,用其干预靶脑区以提升个体特定脑功能。  相似文献   

12.
Expert video game players often outperform non-players on measures of basic attention and performance. Such differences might result from exposure to video games or they might reflect other group differences between those people who do or do not play video games. Recent research has suggested a causal relationship between playing action video games and improvements in a variety of visual and attentional skills (e.g., [Green, C. S., & Bavelier, D. (2003). Action video game modifies visual selective attention. Nature, 423, 534-537]). The current research sought to replicate and extend these results by examining both expert/non-gamer differences and the effects of video game playing on tasks tapping a wider range of cognitive abilities, including attention, memory, and executive control. Non-gamers played 20+ h of an action video game, a puzzle game, or a real-time strategy game. Expert gamers and non-gamers differed on a number of basic cognitive skills: experts could track objects moving at greater speeds, better detected changes to objects stored in visual short-term memory, switched more quickly from one task to another, and mentally rotated objects more efficiently. Strikingly, extensive video game practice did not substantially enhance performance for non-gamers on most cognitive tasks, although they did improve somewhat in mental rotation performance. Our results suggest that at least some differences between video game experts and non-gamers in basic cognitive performance result either from far more extensive video game experience or from pre-existing group differences in abilities that result in a self-selection effect.  相似文献   

13.
The idea that video games or computer-based applications can improve cognitive function has led to a proliferation of programs claiming to “train the brain.” However, there is often little scientific basis in the development of commercial training programs, and many research-based programs yield inconsistent or weak results. In this study, we sought to better understand the nature of cognitive abilities tapped by casual video games and thus reflect on their potential as a training tool. A moderately large sample of participants (n = 209) played 20 web-based casual games and performed a battery of cognitive tasks. We used cognitive task analysis and multivariate statistical techniques to characterize the relationships between performance metrics. We validated the cognitive abilities measured in the task battery, examined a task analysis-based categorization of the casual games, and then characterized the relationship between game and task performance. We found that games categorized to tap working memory and reasoning were robustly related to performance on working memory and fluid intelligence tasks, with fluid intelligence best predicting scores on working memory and reasoning games. We discuss these results in the context of overlap in cognitive processes engaged by the cognitive tasks and casual games, and within the context of assessing near and far transfer. While this is not a training study, these findings provide a methodology to assess the validity of using certain games as training and assessment devices for specific cognitive abilities, and shed light on the mixed transfer results in the computer-based training literature. Moreover, the results can inform design of a more theoretically-driven and methodologically-sound cognitive training program.  相似文献   

14.
分别采用词汇按键反应任务和EAST范式测查了攻击性认知的流畅性和内隐攻击性评价,旨在考察游戏中攻击动机对攻击性的影响,结果发现:暴力视频游戏的影响效应不仅与暴力内容有关,还受制于攻击动机和玩家的暴力游戏经验;且长期玩暴力游戏会使被试对暴力产生脱敏,表现为攻击性认知的流畅性低,对攻击的评价更积极。本研究表明,暴力视频游戏对个体攻击性的影响需综合考虑多种因素。  相似文献   

15.
The purpose of the present study was to assess the potential of exergame training based on physically simulated sport play as a mode of physical activity that could have cognitive benefits for older adults. If exergame play has the cognitive benefits of conventional physical activity and also has the intrinsic attractiveness of video games, then it might be a very effective way to induce desirable lifestyle changes in older adults. To examine this issue, the authors developed an active video game training program using a pretest-training-posttest design comparing an experimental group (24 × 1 hr of training) with a control group without treatment. Participants completed a battery of neuropsychological tests, assessing executive control, visuospatial functions, and processing speed, to measure the cognitive impact of the program. They were also given a battery of functional fitness tests to measure the physical impact of the program. The trainees improved significantly in measures of game performance. They also improved significantly more than the control participants in measures of physical function and cognitive measures of executive control and processing speed, but not on visuospatial measures. It was encouraging to observe that, engagement in physically simulated sport games yielded benefits to cognitive and physical skills that are directly involved in functional abilities older adults need in everyday living (e.g., Hultsch, Hertzog, Small, & Dixon, 1999).  相似文献   

16.
We examined the relation of action video game practice and the optimization of executive control skills that are needed to coordinate two different tasks. As action video games are similar to real life situations and complex in nature, and include numerous concurrent actions, they may generate an ideal environment for practicing these skills (Green & Bavelier, 2008). For two types of experimental paradigms, dual-task and task switching respectively; we obtained performance advantages for experienced video gamers compared to non-gamers in situations in which two different tasks were processed simultaneously or sequentially. This advantage was absent in single-task situations. These findings indicate optimized executive control skills in video gamers. Similar findings in non-gamers after 15 h of action video game practice when compared to non-gamers with practice on a puzzle game clarified the causal relation between video game practice and the optimization of executive control skills.  相似文献   

17.
Computer games and the technologies marketed to support them provide unique resources for psychological research. In contrast to the sterility, simplicity, and artificiality that characterizes many cognitive tests, game-like tasks can be complex, ecologically valid, and even fun. In the present paper, the history of psychological research with video games is reviewed, and several thematic benefits of this paradigm are identified. These benefits, as well as the possible pitfalls of research with computer game technology and game-like tasks, are illustrated with data from comparative and cognitive investigations.  相似文献   

18.
The current study examined an important aspect of experience--physical activity--that may contribute to children's executive function. The design attempted to tease apart 2 important aspects of children's exercise by examining the separate and combined effects of acute physical activity and cognitive engagement on an aspect of children's executive functioning. In a 2 × 2 within-subject experimental design, children (N = 33, 6 to 10 years old) completed activities that varied systematically in both physical activity (physically active video games versus sedentary video activities) and cognitive engagement (challenging and interactive video games versus repetitive video activities). Cognitive functioning, including executive function, was assessed after each activity by a modified flanker task (Rueda et al., 2004). Whereas cognitive engagement had no effect on any aspect of task performance, physical activity (i.e., exergaming) enhanced children's speed to resolve interference from conflicting visuospatial stimuli. Age comparisons indicated improvements with age in the accuracy of resolving interference and in overall response time. The results extend past research by showing more precisely how physical activity influences executive function and how this effect differs from the improvements that occur with development.  相似文献   

19.
Recent studies indicate that playing action video games improves performance on a number of attention-based tasks. However, it remains unclear whether action video game experience primarily affects endogenous or exogenous forms of spatial orienting. To examine this issue, action video game players and non-action video game players performed an attentional capture task. The results show that action video game players responded quicker than non-action video game players, both when a target appeared in isolation and when a salient, task-irrelevant distractor was present in the display. Action video game players additionally showed a smaller capture effect than did non-action video game players. When coupled with the findings of previous studies, the collective evidence indicates that extensive experience with action video games may enhance players’ top-down attentional control, which, in turn, can modulate the negative effects of bottom-up attentional capture.  相似文献   

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