University of South Carolina
Columbia, South Carolina, 29208, United States
NCT Number: NCT04270448
Feedback delivered during motor practice can help promote motor skill learning and promote confidence. However, the optimal way to provide feedback to promote learning and confidence is unknown. This project will study how the feedback that is provided during practice of a movement skill can help people learn and build confidence. The investigators will measure motor skill performance and confidence before and after a session of motor practice.
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Notify Me18 year–40 year
All sexes
Interventional
Not applicable
Columbia, South Carolina, 29208, United States
Feedback may be a useful tool to optimize motor learning during practice. For example, feedback during practice that indicates the learner is performing above average (i.e. positive social comparative feedback) enhances motor skill learning and self-efficacy in healthy adults. While this type of feedback is hypothesized to promote learning in some tasks, no studies have examined whether positive social comparative feedback during practice promotes motor learning in a traditional motor sequence task. Therefore, the aim of the proposed project is to investigate the effect of positive social comparative feedback on the learning of a joystick-based motor sequence task in healthy adults. The study aims to recruit 60 participants who will be randomized into 1 of 3 feedback groups (control group, performance feedback, and performance plus positive feedback). Participants will practice a motor sequence task on a single day and then return for retention performance testing about 24 hours later. Changes in performance (response time to complete a sequence) and self-efficacy will be measured from baseline to 24 hours later at retention.
Healthy volunteers accepted: Yes
Only the study team can determine whether someone qualifies for participation.
Inclusion criteria
Exclusion criteria
Participants will be seated at a laptop with the right hand on a standard joystick. The movement of the joystick will move a cursor on the computer screen. Targets will appear on the laptop screen as a circle in one of twelve spatially distinct locations. The learner must move the joystick "cursor" to inside the target before the next target will appear.
Time frame: Change from baseline to retention at 24 hours
Time to complete one sequence
Time frame: Change from baseline to retention at 24 hours
Self-reported confidence in ability to complete a sequence in a given time on a scale of 0 to 10 with a 10 equating to higher confidence
Time frame: Change from baseline to retention at 24 hours
Average speed to capture a target within a sequence
Time frame: Change from baseline to immediately after practice
Average speed to capture a target within a sequence
Time frame: Change from baseline to retention at 24 hours
Total distance traveled to complete one sequence
Time frame: Change from baseline to immediately after practice
Total distance traveled to complete one sequence
Time frame: Change from baseline to retention at 24 hours
Mean time to peak velocity for movement to a target within a sequence
Time frame: Change from baseline to immediately after practice
Mean time to peak velocity for movement to a target within a sequence
Time frame: Change from baseline to retention at 24 hours
Mean score on the Perceived Competence subscale of the Intrinsic Motivation Inventory where each item ranges from 0 to 7 with a higher value equating to higher competence
Time frame: Change from baseline to immediately after practice
Mean score on the Perceived Competence subscale of the Intrinsic Motivation Inventory where each item ranges from 0 to 7 with a higher value equating to higher competence
Time frame: Change from baseline to retention at 24 hours
Mean score on the Interest/Enjoyment subscale of the Intrinsic Motivation Inventory where each item ranges from 0 to 7 with a higher value equating to higher enjoyment
Time frame: Change from baseline to immediately after practice
Mean score on the Interest/Enjoyment subscale of the Intrinsic Motivation Inventory where each item ranges from 0 to 7 with a higher value equating to higher enjoyment
Time frame: Change from baseline to retention at 24 hours
Total score for general positive affect on the Positive and Negative Affect Scale with a range from 10 to 50 with higher scores equating to higher positive affect
Time frame: Change from baseline to immediately after practice
Total score for general positive affect on the Positive and Negative Affect Scale with a range from 10 to 50 with higher scores equating to higher positive affect
Time frame: Change from baseline to immediately after practice
Time to complete one sequence
Time frame: Change from baseline to immediately after practice
Self-reported confidence in ability to complete a sequence in a given time on a scale of 0 to 10 with a 10 equating to higher confidence
University of South Carolina
Other
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