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Effects of Feedback on Learning of a Motor Sequence Task

Effects of Feedback on Learning of a Motor Sequence Task

Status
Completed
Phases
NA
Study type
Interventional
Source
ClinicalTrials.gov
Registry ID
NCT04270448
Enrollment
54
Registered
2020-02-17
Start date
2020-02-05
Completion date
2021-04-30
Last updated
2021-07-20

For informational purposes only — not medical advice. Sourced from public registries and may not reflect the latest updates. Terms

Conditions

Adult

Keywords

Motor learning, Feedback

Brief summary

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.

Detailed description

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.

Interventions

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.

Sponsors

University of South Carolina
Lead SponsorOTHER

Study design

Allocation
RANDOMIZED
Intervention model
PARALLEL
Primary purpose
BASIC_SCIENCE
Masking
NONE

Eligibility

Sex/Gender
ALL
Age
18 Years to 40 Years
Healthy volunteers
Yes

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

Design outcomes

Primary

MeasureTime frameDescription
Response TimeChange from baseline to retention at 24 hoursTime to complete one sequence
Task ConfidenceChange from baseline to retention at 24 hoursSelf-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

Secondary

MeasureTime frameDescription
Time to Peak VelocityChange from baseline to retention at 24 hoursMean time to peak velocity for movement to a target within a sequence
Perceived CompetenceChange from baseline to retention at 24 hoursMean 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
Perceived Interest/EnjoymentChange from baseline to retention at 24 hoursMean 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
Peak VelocityChange from baseline to retention at 24 hoursAverage speed to capture a target within a sequence
Response TimeChange from baseline to immediately after practiceTime to complete one sequence
Task ConfidenceChange from baseline to immediately after practiceSelf-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
Positive AffectChange from baseline to retention at 24 hoursTotal 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
Total Path DistanceChange from baseline to retention at 24 hoursTotal distance traveled to complete one sequence

Countries

United States

Outcome results

None listed

Source: ClinicalTrials.gov · Data processed: Feb 4, 2026