Situational awareness ability and cognitive skills training in a complex real-world task

Ergonomics ◽  
2007 ◽  
Vol 50 (7) ◽  
pp. 1064-1091 ◽  
Author(s):  
K. S. O'Brien ◽  
D. O'Hare
2021 ◽  
Author(s):  
Donna Monbourquette ◽  
Sadiq Vali ◽  
Sara Harvey ◽  
Kawkab Mahmud ◽  
Miguel Jose ◽  
...  

BACKGROUND Cognitive dysfunction is an impairing and difficult to treat feature of psychiatric illnesses. Virtual Reality (VR) has shown promise in improving cognition in neurologic disorders, but its role in improving cognitive outcomes in adults with major psychiatric disorders is unclear. OBJECTIVE To conduct a review of the efficacy and usability of VR interventions to improve cognitive functioning in psychiatric disorders. METHODS Following PRISMA guidelines, a systematic review of controlled and uncontrolled English-language studies that assessed changes in cognition following an immersive or non-immersive VR intervention, in adults with a mood, psychotic, anxiety, or substance use disorder was conducted. Studies were searched on MEDLINE, EMBASE, PsychINFO, and Web of Science until May 2021. RESULTS Thirteen studies were included [primary psychotic disorder (n=10), substance use disorder (n=2) and major depressive disorder (n=1)]. Intervention strategies included cognitive remediation (i.e. repeated practice of targeted skills, n=2), social cognitive/skills training (n=5), real world simulations (n=3) and vocational training (n=3). VR social cognitive/skills training resulted in improvements in social cognition, while the other remediation strategies resulted in generalized improvements across multiple cognitive domains. Both immersive and non-immersive VR appeared to be effective. In studies with an active control group (n=5), VR treatment resulted in equivalent or greater cognitive improvements versus therapist led training. Changes in real-world functioning were inconsistently reported. CONCLUSIONS Preliminary evidence suggests VR interventions can improve cognitive outcomes in psychiatric disorders; however, significant variability in study design and outcome measures, small sample sizes and a focus on primary psychotic disorders limit the literature. More rigorous assessment of long-term cognitive and functional outcomes, and the comparative utility of immersive versus non-immersive modalities and different remediation strategies, is required.


2007 ◽  
Vol 29 (4) ◽  
pp. 479-497 ◽  
Author(s):  
Ryan J. Caserta ◽  
Jessica Young ◽  
Christopher M. Janelle

The purpose of the study was to determine whether multidimensional perceptual-cognitive skills training, including situational awareness, anticipation, and decision making, improves on-court performance in older adults when compared with a physical training program, including stroke and footwork development. Senior tennis players (N = 27) were randomly assigned to one of three groups: perceptual-cognitive skills training, technique-footwork training, or no training. Results indicated that participants receiving perceptual-cognitive skills training had significantly faster response speeds, higher percentage of accurate responses, and higher percentage of performance decision making in posttest match situations. Findings provide clear evidence that perceptual-cognitive skills can be trained in aged individuals. Implications and suggestions for future research are offered.


2020 ◽  
Author(s):  
Paola Araiza-Alba ◽  
Therese Keane ◽  
Jennifer L Beaudry ◽  
Jordy Kaufman

In recent years, immersive virtual reality technology (IVR) has seen a substantial improvement in its quality, affordability, and ability to simulate the real world. Virtual reality in psychology can be used for three basic purposes: immersion, simulation, and a combination of both. While the psychological implementations of IVR have been predominately used with adults, this review seeks to update our knowledge about the uses and effectiveness of IVR with children. Specifically, its use as a tool for pain distraction, neuropsychological assessment, and skills training. Results showed that IVR is a useful tool when it is used either for immersive or simulative purposes (e.g., pain distraction, neuropsychological assessment), but when its use requires both simulation (of the real world) and immersion (e.g., a vivid environment), it is trickier to implement effectively.


2017 ◽  
Vol 120 (4) ◽  
pp. 707-720 ◽  
Author(s):  
Amanda R. Franco ◽  
Patrício S. Costa ◽  
Heather A. Butler ◽  
Leandro S. Almeida

Critical thinking is a kind of “good” thinking that integrates a set of cognitive skills and dispositions to use those skills with knowledge to increase the chances of success in academic settings, job market, and daily life. The impact of critical thinking on life events, in face of everyday decisions and challenges, is still unclear, and further research is needed. In this exploratory study, a sample of 230 first-year students of a Bachelor’s Degree or a Master’s Degree in Portugal completed an experimental Portuguese version of the Real-World Outcomes, a self-report inventory measuring everyday negative life events that are mediated by a lack of critical thinking. Based on exploratory factor analysis results and theoretical premises, changes were made to the Portuguese version of the inventory that was administered, and items were aggregated into six dimensions, creating a new version that is more familiar to Portuguese young adults in college. This original proposal of the inventory presents six types of negative life events resulting from a lack of critical thinking: health neglect, mismanagement, slackness, poor impulse control, academic negligence, and rashness. Both limitations and future potentialities of this version are presented.


2010 ◽  
pp. 490-501
Author(s):  
Eileen B. Entin ◽  
Jason Sidman ◽  
Lisa Neal

This chapter discusses considerations and tradeoffs in designing and developing an online teamwork skills training program for geographically distributed instructors andstudents. The training program is grounded in principles of scenario-based learning, in which operationally realistic scenarios are used to engage students in actively forming links between classroom and real-world applications of key concepts. The chapter focuses on supporting active engagement of learners, and meaningful and thoughtful learner-learner interactions appropriate to the subject matter (Neal & Miller, 2006). We describe lessons learnedin the development of a distributed training program that interleaves asynchronous and synchronous training modules (Neal & Miller, 2005) to leverage the advantages of both self-paced and group learning, provide opportunities to practice the teamwork concepts being trained, create social presence, and promote interactionand reflection among the course members.


Author(s):  
James G. M. Crossley

Good assessment assures attainment and drives learning. In vocational and practical programmes, the important learning outcomes are non-cognitive skills and attitudes - for example, dexterity, situational awareness, professionalism, compassion, or resilience. Unfortunately, these domains are much more difficult to assess. There are three main reasons. First, the constructs themselves are tacit - making them difficult to define. Second, performance is highly variable and situation-specific. Third, significant assessor judgement is required to differentiate between good and poor performance, and this brings subjectivity. The chapter reviews seven existing strategies for addressing these problems: delineating the constructs, using cognitive assessments as a proxy, making the subjective objective, sampling across performances and opinions, using outcome measures as a proxy, using meta-cognition as a proxy, and abandoning the existing measurement paradigm. Given the limitations of these strategies, the author finishes by offering three promising ways forward.


Author(s):  
Monica Connelly ◽  
Joel Suss ◽  
Lia DiBello

Training for non-federal law enforcement agencies is subject to little regulation—training academies and education requirements often vary between departments—resulting in new officers with varying abilities and on-job proficiencies. The role of expertise can be evaluated in law enforcement and assessed to determine best practices for ideal on-job performance, especially in incidents requiring officers to make potentially lethal, rapid critical decisions (e.g., a use-of-force scenario). Training in a virtual environment has successfully been utilized to maximize management decision-making performance and accelerate the training process. A supplementation of cognitive skills training to existing law enforcement training procedures is proposed along with a recommendation on utilizing virtual environments to enhance expert training and develop a safer community environment.


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