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really extensive lecture summary week 1-7

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all the lectures of innovations in clinical neuropsychology lecture 1 - introduction lecture 2 - cognitive rehabilitation lecture 3 - innovations motor rehabilitation lecture 4 - memory and attention lecture 5 - screening and monitoring of cognitive decline lecture 6 - spatial navigation lecture 7 - social cognition

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Geüpload op
30 maart 2024
Bestand laatst geupdate op
30 maart 2024
Aantal pagina's
78
Geschreven in
2023/2024
Type
College aantekeningen
Docent(en)
Universiteit leiden
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Alle colleges

Voorbeeld van de inhoud

Colleges – innovations in Clinical Neuropsychology




Content:
Lecture 1 – introduction
Lecture 2 – cognitive training and rehabilitation
Lecture 3 – innovation and motor rehabilitation
Lecture 4 – memory and attention
Lecture 5 – screening and monitoring cognitive decline
Lecture 6 – spatial navigation
Lecture 7 – social cognition

,College 1 – Introduction
Technology of the brain
- Brain games as sudoku or Nintendo games only train you to better at the game and do
not train your entire brain
- These games are not scientifically bases:




→ We find extensive evidence that brain-training
interventions improve performance on the trained tasks, less
evidence that such interventions improve performance on
closely related tasks, and little evidence that training enhances
performance on distantly related tasks or that training
improves everyday cognitive performance.
- If we train something, the outcome will only be positive
for that area in the brain that is trained
Daily life solutions
• Things that we used to do on paper are now digital (phones to remember)
• Use devices for things we did not have (airtag)/ trackers
• More advanced solutions: refrigerator that makes your shopping list
Technology development




Brain structures are changing because of the amount of support we get externally nowadays.
Maybe we should reduce the amount of support to stimulate the brain


Technology and learning
• It can be very helpful, especially this information is 3 dimensional - visual learning
o It can be a tool to reduce diversity in cognitive skills (het kan een
ondersteuning zijn voor mensen die slechter zijn in een bepaald cognitief
domein om ze ook toch even goed te laten presenteren aks de anderen die er
geen moeite mee hebben)
• Some 3D technology can reduce the gaps between male/female stereotypes (in the
sense of learning predispositions
• You can visually present cases that you otherwise will not stumble upon during
theoretical learning
• Physical learning can also be stimulated/enhanced through technology

,More development will be seen in the cognitive domain
Motor development where is money
Neuropsychology
• Digital diagnostic solutions – they build a platform online
• Allows neuropsychologists to create their own diagnostical tool
• Provide data advantaged
• Practical limitations – you are not sure that you have your computer
• This software works with a touchscreen with a pen – it works always
• Trail making tests – not pen and paper test but online
o You have full control over position, colours, get a lot of information over
responses
Why should we innovate?
• Technical development
o It is available, so let’s use it
• Scientific motivation – especially from a cognitive aspect
o Sometimes digital version can give us a bit more information about timing,
decision process of participations
• Less limitations than existing materials
Different categories where we can use digital tools:
1. Diagnostics tools:
o It started with computer based assessment of cognition
▪ Orgin In the military (these were the first developments) – use
for screening
▪ In sports – research what happed after injury
• To evaluate the course of concussion
Clinical practice
• Digital versions of existing standardized materials
Advantages:
1. More detailed measurements
2. Time (initiation/inspection/time per item)
3. Drawing/writing
o (starting points – what is the order/ how do we
approach these tasks) detecting e.g., neglect, clustering
4. Tailoring to specific needs
5. Ease of use – lot of investment to use interface – very easy to
understand outcomes

, 6. Reducing human error
7. Mimicking everyday situations
o (measuring every functioning) reduce the
distance - so what you measure what is related
to the problem of the patient
8. Remote (online) and portable testing
o We can send someone a link, video calling
Disadvantages:
1. Norm data not directly transferable
a. Validity and reliability need to be prove
b. Because the new setting may affects the
normcores
c. Therefore the old norm data may not applicable
d. Design decisions also may affect cognitive outcomes
2. Technical requirements - you can’t put in your own software
3. Training of clinicians – cost a lot of time
4. Digital environment may reley on different processes – it could unintentionally make
use of different processes
5. Privacy things/location
6. Cybersickness: nausea when using VR (especially when older)
7. Novelty, adjustment time needed – adjust your processes and people need to use it
(implementation)
a. May also affect scores & people may assume that technology is only for young
people
8. Privacy issues with data storage
→Visual corsi blocking test – made an online version →It is highly sensitive to the instructor.
People do it in another way because there is no dynamic.
Virtual input in the real world (university building)




• Virtual mazes → how does the lack of locomotion affect performance?
• I am testing navigation skills, but is that really what you are doing?
• Findings on the different studies;
o Learning condition affects performance (real world, hybrid or virtual)
▪ Depending on tasks on what you ask them
o Landmark knowledge unaffected in the three conditions
o Locomotion (so moving in environment) benefits metric processing
▪ Sense of direction and quality of the mental map (affected)
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