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There is substantial literature examining the efficacy of computerized cognitive training programs (Diamond & Ling, 2016), yet few have compared relevant aspects of design. This study investigated two common parameters of such programs in the context of a game-based training system: speed and accuracy. Participants were randomly assigned to one of two conditions and completed 20-minutes of the game-based training. In one condition the speed of targets became progressively faster, and in the other condition the accuracy criteria became more difficult to achieve. Prior to and following the game-play session, executive functions were measured by a series of assessments. Results suggest that age and treatment condition were both significant for predicting improvements in performance as a result of the training.
Teresa M. Ober, City University of New York
Maya Rose
Andrew Patricio MacNamara, New York University
Bruce Douglas Homer, City University of New York
Jan L. Plass, New York University