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Completed

NCT Number: NCT03940079

Efficacy of Computer-Based Cognitive Game Training for Healthy Elderly

The declination on cognitive and motor functions in older adults increases the difficulty to achieve successful aging. Previous studies had reported that contrast to the traditional cognitive training methods, computer cognitive training (CCT) is comparable or has better effect on the cognitive function improvement with elders.On the other hand, some researchers claimed motor-cognitive dual-task training may possess greater effects than single cognitive training on cognitive functions. However, it is still on debate. Therefore, the research aims to investigate cognitive and motor benefits to healthy older adults over 65s trained by our computer-based cognitive game with high and low level of motor engagements.The research questions include: (1) Is CCT beneficial of cognitive functions? (2) Does CCT with high level of motor engagements (i.e. motor-cognitive dual-task training) have greater effects than single cognitive training on cognitive functions? (3) Can the training effect remain?

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Key information

Age range

65 year and older

Sex eligibility

All sexes

Study type

Interventional

Phase

Not applicable

Primary location

National Taiwan University Hospital

Taipei, 100, Taiwan

About this study

Quasi-experimental design was adapted in our research.There are four time-series assessments during the experiment: baseline, pretest, posttest, and follow-up. After the baseline assessment, participants were randomized to two groups: gross-motor group (GMG) and fine-motor group (FMG). The intervals between baseline and pretest as well as between pretest and posttest were both 4 weeks, while the interval between posttest and follow-up was 8 weeks.

The investigators developed a computer-based cognitive game and compared the efficacy of cognitive and motor functions between computer-based cognitive game combining two different demands on motor control. Investigators hypothesized: All participants who take part in the computer-based cognitive game training don't have learning effects on pretest and are able to improve cognitive functions including short-term memory, divided attention and inhibitory function after intervention; Gross-motor group make more progress than fine-motor group on cognitive and motor functions after intervention. Furthermore, gross-motor group maintained more training effect over cognitive and motor functions at follow-up than fine-motor group.

Who can participate

Healthy volunteers accepted: Yes

Only the study team can determine whether someone qualifies for participation.

Inclusion criteria

  • ≥ 65 years old
  • Montreal Cognitive Assessment (MoCA) score ≥ 18
  • clear eyesight and hearing
  • both upper and lower limbs are functional
  • normal communication

Exclusion criteria

  • injury, fracture, and breathing problem
  • surgery during the research
  • severe disease affecting cognitive functions.

Treatment and study plan

computer-based cognitive game (including 3 training tasks)

Device

First task was short-term memory training. Participants were instructed to memorize different colored circles with ordinal numbers which would disappear later. They triggered correct colored sensor in sequence according to their memory.

Second task was divided attention training. Different colored circles with ordinal numbers would not disappear this time.The participants should trigger correct colored sensor according to their sequence.

Third task was inhibitory function training. There were red and green lights, just like the traffic light, hung up at the upper left of the scene. Red light represented prohibition of triggering the colored sensor, while green light urged to trigger it. Yellow, red, blue and green circles showed up randomly and moved toward the beige region. When the circle came extremely closer to the beige region, the traffic light was randomized to lighten up red or green.The participants should judge and trigger the correct colored sensor.

Primary outcomes

  1. Change from Baseline Montreal Cognitive Assessment (MoCA) Taiwan Version at the 4th, 8th and 16th weeks

    Time frame: baseline, 4th weeks pretest, 8th weeks posttest, 16th weeks follow-up

    overall cognitive function

  2. Change from Baseline Digit Span Task-forward (DS-forward) at the 4th, 8th and 16th weeks

    Time frame: baseline, 4th weeks pretest, 8th weeks posttest, 16th weeks follow-up

    short-term memory

  3. Change from Baseline Color Trails Test-2 (CTT-2) at the 4th, 8th and 16th weeks

    Time frame: baseline, 4th weeks pretest, 8th weeks posttest, 16th weeks follow-up

    divided attention

  4. Change from Baseline Stroop Color Word Test (SCWT) at the 4th, 8th and 16th weeks

    Time frame: baseline, 4th weeks pretest, 8th weeks posttest, 16th weeks follow-up

    inhibitory function

  5. Change from Baseline Nine Hole Peg Test (NHPT) at the 4th, 8th and 16th weeks

    Time frame: baseline, 4th weeks pretest, 8th weeks posttest, 16th weeks follow-up

    motor function of upper limbs

  6. Change from Baseline Get-Up and Go Test (GUG) at the 4th, 8th and 16th weeks

    Time frame: baseline, 4th weeks pretest, 8th weeks posttest, 16th weeks follow-up

    motor function of lower limbs and balance

  7. Change from Baseline Five-Times-Sit-to-Stand Test (FTSST) at the 4th, 8th and 16th weeks

    Time frame: baseline, 4th weeks pretest, 8th weeks posttest, 16th weeks follow-up

    motor function of lower limbs and balance

Secondary outcomes

  1. Change from 4th weeks Game1 (first scenario) evaluated the performance of short-term memory at 8th weeks

    Time frame: 4th weeks pretest, 8th weeks posttest

    Game assessment was a new way to evaluate cognitive performance of the participant through the score. All participants proceeded all three scenarios but challenged same degree of difficulty.

  2. Change from 4th weeks Game2 (second scenario) evaluated divided attention at 8th weeks

    Time frame: 4th weeks pretest, 8th weeks posttest

    Game assessment was a new way to evaluate cognitive performance of the participant through the score. All participants proceeded all three scenarios but challenged same degree of difficulty.

  3. Change from 4th weeks Game3 (third scenario) evaluated inhibitory function at 8th weeks

    Time frame: 4th weeks pretest, 8th weeks posttest

    Game assessment was a new way to evaluate cognitive performance of the participant through the score. All participants proceeded all three scenarios but challenged same degree of difficulty.

Sponsors and collaborators

Lead sponsor

National Taiwan University Hospital

Other

Registry information

Official study title

Efficacy of Computer-Based Cognitive Game Training on Motor and Cognitive Functions for Healthy Elderly

Important dates

Study start
2018
Primary completion
2018
Study completion
2018
First posted
May 7, 2019
Registry last updated
Aug 11, 2020

OpenTrials presents study information sourced from ClinicalTrials.gov. The official registry record should be consulted for the latest information.

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This listing is for discovery and informational purposes only. It is not medical advice, does not guarantee that a study is recruiting, and does not determine eligibility. Contact the study team and a qualified healthcare professional when considering participation.

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