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Game-based situation awareness training for child and adult cyclists

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ABSTRACT

Safe cycling requires situation awareness (SA), which is the basis for recognizing and anticipating hazards. Children have poorer SA than adults, which may put them at risk. This study investigates whether cyclists' SA can be trained with a video-based learning game. The effect of executive working memory on SA was also studied. Thirty-six children (9–10 years) and 22 adults (21–48 years) played the game. The game had 30 video clips filmed from a cyclist's perspective. Each clip was suddenly masked and two or three locations were presented. The player's task was to choose locations with a potential hazard and feedback was given for their answers. Working memory capacity (WMC) was tested with a counting span task. Children's and adults' performance improved while playing the game, which suggests that playing the game trains SA. Adults performed better than children, and they also glanced at hazards more while the video was playing. Children expectedly had a lower WMC than adults, but WMC did not predict performance within the groups. This indicates that SA does not depend on WMC when passively viewing videos.

No MeSH data available.


Adults' and children's accuracy during the temporal phases of the game. The figure shows means and 95% CIs.
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RSOS160823F2: Adults' and children's accuracy during the temporal phases of the game. The figure shows means and 95% CIs.

Mentions: Accuracy increased from start to end, F2,112 = 5.928, p = 0.004, (figure 2). Polynomial contrasts indicated that the increase was linear. Adults had a higher accuracy than children (M = 81%, 95% CI [79, 84] versus M = 70%, 95% CI [68, 73]), F1,56 = 40.510, p < 0.001, . There was no interaction of phase and age group, F2,112 = 0.572, p = 0.57, indicating that the learning effect was not statistically significantly different between the adults and children. (See electronic supplementary material, figure S1 for individual changes in accuracy from the start to the end.)Figure 2.


Game-based situation awareness training for child and adult cyclists
Adults' and children's accuracy during the temporal phases of the game. The figure shows means and 95% CIs.
© Copyright Policy - open-access
Related In: Results  -  Collection

License
Show All Figures
getmorefigures.php?uid=PMC5383826&req=5

RSOS160823F2: Adults' and children's accuracy during the temporal phases of the game. The figure shows means and 95% CIs.
Mentions: Accuracy increased from start to end, F2,112 = 5.928, p = 0.004, (figure 2). Polynomial contrasts indicated that the increase was linear. Adults had a higher accuracy than children (M = 81%, 95% CI [79, 84] versus M = 70%, 95% CI [68, 73]), F1,56 = 40.510, p < 0.001, . There was no interaction of phase and age group, F2,112 = 0.572, p = 0.57, indicating that the learning effect was not statistically significantly different between the adults and children. (See electronic supplementary material, figure S1 for individual changes in accuracy from the start to the end.)Figure 2.

View Article: PubMed Central - PubMed

ABSTRACT

Safe cycling requires situation awareness (SA), which is the basis for recognizing and anticipating hazards. Children have poorer SA than adults, which may put them at risk. This study investigates whether cyclists' SA can be trained with a video-based learning game. The effect of executive working memory on SA was also studied. Thirty-six children (9&ndash;10 years) and 22 adults (21&ndash;48 years) played the game. The game had 30 video clips filmed from a cyclist's perspective. Each clip was suddenly masked and two or three locations were presented. The player's task was to choose locations with a potential hazard and feedback was given for their answers. Working memory capacity (WMC) was tested with a counting span task. Children's and adults' performance improved while playing the game, which suggests that playing the game trains SA. Adults performed better than children, and they also glanced at hazards more while the video was playing. Children expectedly had a lower WMC than adults, but WMC did not predict performance within the groups. This indicates that SA does not depend on WMC when passively viewing videos.

No MeSH data available.