An investigation of far and near transfer in a gamified visual learning paradigm.

After training, visual perceptual learning improvements are mostly constrained to the trained stimulus feature and retinal location. The aim of this study is to construct an integrated paradigm where the visual learning happens in a more natural context and in parallel for multiple stimulus types, a...

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Main Authors: Stefanie Duyck, Hans Op de Beeck
Format: Article
Language:English
Published: Public Library of Science (PLoS) 2019-01-01
Series:PLoS ONE
Online Access:https://journals.plos.org/plosone/article/file?id=10.1371/journal.pone.0227000&type=printable
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author Stefanie Duyck
Hans Op de Beeck
author_facet Stefanie Duyck
Hans Op de Beeck
author_sort Stefanie Duyck
collection DOAJ
description After training, visual perceptual learning improvements are mostly constrained to the trained stimulus feature and retinal location. The aim of this study is to construct an integrated paradigm where the visual learning happens in a more natural context and in parallel for multiple stimulus types, and to test the generalization of learning-related improvements towards untrained features, locations, and more general cognitive domains. Half the subjects were trained with a gamified perceptual learning paradigm for ten hours, which consisted of an orientation discrimination task and a novel object categorization task embedded in a three-dimensional maze. A second group of subjects, an active control group, played ten hours of Candy Crush Saga. Before and after training, all subjects completed a 'near transfer' orientation discrimination and novel object categorization task, as well as a set of 'far transfer' general cognitive and attentional tasks. During the perceptual learning tasks, two different stimulus features and two retinal location pairs were assessed in each task. For the experimental group, one stimulus feature and retinal location pair was trained, whilst the other one remained untrained. Both features and location pairs were untrained in the control group. Far transfer did occur in some domains across all subjects irrespective of the training regimen (i.e. executive functioning, mental rotation performance, and multitask performance and speed). Near transfer was present in both groups, however only more pronounced for one particular task in the experimental group, namely novel object categorization. To conclude, all but one near transfer task did not generalize more than the control group.
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spelling doaj-art-a845f6cdeca14cb0a474d25f001761442025-08-20T02:55:13ZengPublic Library of Science (PLoS)PLoS ONE1932-62032019-01-011412e022700010.1371/journal.pone.0227000An investigation of far and near transfer in a gamified visual learning paradigm.Stefanie DuyckHans Op de BeeckAfter training, visual perceptual learning improvements are mostly constrained to the trained stimulus feature and retinal location. The aim of this study is to construct an integrated paradigm where the visual learning happens in a more natural context and in parallel for multiple stimulus types, and to test the generalization of learning-related improvements towards untrained features, locations, and more general cognitive domains. Half the subjects were trained with a gamified perceptual learning paradigm for ten hours, which consisted of an orientation discrimination task and a novel object categorization task embedded in a three-dimensional maze. A second group of subjects, an active control group, played ten hours of Candy Crush Saga. Before and after training, all subjects completed a 'near transfer' orientation discrimination and novel object categorization task, as well as a set of 'far transfer' general cognitive and attentional tasks. During the perceptual learning tasks, two different stimulus features and two retinal location pairs were assessed in each task. For the experimental group, one stimulus feature and retinal location pair was trained, whilst the other one remained untrained. Both features and location pairs were untrained in the control group. Far transfer did occur in some domains across all subjects irrespective of the training regimen (i.e. executive functioning, mental rotation performance, and multitask performance and speed). Near transfer was present in both groups, however only more pronounced for one particular task in the experimental group, namely novel object categorization. To conclude, all but one near transfer task did not generalize more than the control group.https://journals.plos.org/plosone/article/file?id=10.1371/journal.pone.0227000&type=printable
spellingShingle Stefanie Duyck
Hans Op de Beeck
An investigation of far and near transfer in a gamified visual learning paradigm.
PLoS ONE
title An investigation of far and near transfer in a gamified visual learning paradigm.
title_full An investigation of far and near transfer in a gamified visual learning paradigm.
title_fullStr An investigation of far and near transfer in a gamified visual learning paradigm.
title_full_unstemmed An investigation of far and near transfer in a gamified visual learning paradigm.
title_short An investigation of far and near transfer in a gamified visual learning paradigm.
title_sort investigation of far and near transfer in a gamified visual learning paradigm
url https://journals.plos.org/plosone/article/file?id=10.1371/journal.pone.0227000&type=printable
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