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Completed

NCT Number: NCT04971486

Feedback, Motor Sequence Learning, and Brain Connectivity

Feedback delivered during motor practice can help promote motor skill learning, enhance confidence, and alter brain connectivity. However, the optimal way to provide feedback to promote learning, confidence and brain connectivity 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 and whether these correspond to changes in brain function. The investigators will measure motor skill performance, confidence, and resting state brain connectivity before and after a session of motor practice.

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Key information

Conditions

Age range

18 year–40 year

Sex eligibility

All sexes

Study type

Interventional

Phase

Not applicable

Primary location

University of South Carolina

Columbia, South Carolina, 29208, United States

About this study

Positive social comparative feedback, which indicate to the learner that they are performing above average, is one way to enhance a learner's expectancies about future performance. Expectancies include the learners' perceived competence about their ability to perform the task, expectations about task outcome (success or failure), and predictions of extrinsic reward or positive experiences related to performance. Positive feedback during motor practice enhances expectancies, which is hypothesized to be rewarding to the learner, leading to better skill performance and learning. Reward is a powerful shaper of behavior. However, while social comparative feedback supports motor skill learning, it is unclear whether positive social comparative feedback induces a response in the dopamine reward network. Therefore, the purpose of this study is to determine the effects of social comparative feedback during motor practice on the functional connectivity of the reward neural network. The study aims to recruit 40 participants who will be randomized into 1 of 2 feedback groups (performance feedback or 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. Measures of brain function and brain structure will be collected before and after practice on day 1. Changes in performance (response time to complete a sequence) and self-efficacy will be measured from baseline to 24 hours later at retention. Changes in brain functional connectivity over practice on day 1 will be assessed in the reward network and the motor network.

Who can participate

Healthy volunteers accepted: Yes

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

Inclusion criteria

  • Age 18 to 40 years
  • Right-hand dominant

Exclusion criteria

  • Medical diagnosis or medication that affects dopamine (e.g. dopamine reuptake inhibitors)
  • Musculoskeletal issues that limit upper extremity movement
  • Contraindications for magnetic resonance imaging (MRI)

Treatment and study plan

Motor Sequence Task

Behavioral

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.

Primary outcomes

  1. Response Time

    Time frame: Change from baseline to retention at 24 hours

    Time to complete one sequence

  2. Task Confidence

    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

  3. Brain Connectivity

    Time frame: Change from baseline to immediately after practice

    Resting state connectivity between pairs of brain regions

Secondary outcomes

  1. Peak Velocity

    Time frame: Change from baseline to retention at 24 hours

    Average speed to capture a target within a sequence

  2. Total Path Distance

    Time frame: Change from baseline to retention at 24 hours

    Total distance traveled to complete one sequence

  3. Time to Peak Velocity

    Time frame: Change from baseline to retention at 24 hours

    Mean time to peak velocity for movement to a target within a sequence

  4. Perceived Competence

    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

  5. Perceived Interest/Enjoyment

    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

  6. Positive Affect

    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

  7. Peak Velocity

    Time frame: Change from baseline to immediately after practice

    Average speed to capture a target within a sequence

  8. Total Path Distance

    Time frame: Change from baseline to immediately after practice

    Total distance traveled to complete one sequence

  9. Time to Peak Velocity

    Time frame: Change from baseline to immediately after practice

    Mean time to peak velocity for movement to a target within a sequence

  10. Perceived 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

  11. Perceived Interest/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

  12. 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

  13. Response Time

    Time frame: Change from baseline to immediately after practice

    Time to complete one sequence

  14. Task Confidence

    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

  15. Brain Structure

    Time frame: Baseline assessment

    Structural integrity of white matter pathways in the brain

Sponsors and collaborators

Lead sponsor

University of South Carolina

Other

Registry information

Official study title

Effects of Feedback on Learning of a Motor Sequence Task and Resting State Connectivity

Important dates

Study start
2021
Primary completion
2022
Study completion
2022
First posted
Jul 21, 2021
Registry last updated
Jan 13, 2022

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

View the official ClinicalTrials.gov record (opens in a new tab)

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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