Cognitive Control to Boost Physical Activity Adherence
Part of paid clinical trials in Iowa City, Iowa.
- Sponsor
- University of Iowa
- Study ID
- NCT06338774
- Status
- Recruiting
Conditions
- Physical Inactivity
Eligibility Criteria
- Sex
- ALL
- Age
- 40 Years - 65 Years
- Healthy Volunteers
- Accepted
Interventions
- Cognitive training — BEHAVIORALComputerized cognitive training completed on any computer or tablet with internet
- Exercise — BEHAVIORALAerobic exercise intervention with structured exercise sessions prescribed by a study exercise specialist
Study Details
This trial is designed to develop and test the efficacy of cognitive training strategies to improve self-regulatory capacities for middle-aged adults to adopt and sustain a physically active lifestyle. The main questions it aims to answer are: * Can cognitive training designed to improve cognitive control improve physical activity adherence? * What are the psychological, physiological, cognitive, and sociodemographic factors that affect the impact of cognitive control on physical activity adherence? Participants will * Complete a 6-week home-based, computerized cognitive training program * Complete a 6-week home-based, aerobic exercise training program with supervision of a health coach and trainer * Complete a 6-week home-based, aerobic exercise training program prescribed by a health coach and trainer * Visit the laboratory before and after cognitive training, and before and after physical training, to complete assessments of cognition and aerobic fitness
Key Dates
- Start date
- Sep 1, 2024
- Status verified
- Dec 2025
- Primary completion
- May 1, 2027
- Completion
- Nov 30, 2027
Study Design
- Enrollment
- 264 participants (estimated)
- Allocation
- RANDOMIZED
- Intervention model
- PARALLEL
- Primary purpose
- BASIC_SCIENCE
Arms
- Experimental: Cognitive Control: Neutral (CC-N)Game-like cognitive training program that they will run themselves at home up to 5 times per week. A game-like experience begins, where the participant is encouraged to earn points and in-game rewards to advance. In this condition, all the stimuli presented are neutral (not emotionally valenced). After each session, the difficulty of the next session is updated.
- Experimental: Cognitive Control: Emotionally Valenced (CC-E)Game-like cognitive training program that they will run themselves at home up to 5 times per week. A game-like experience begins, where the participant is encouraged to earn points and in-game rewards to advance. In this condition, all the stimuli presented within the tasks are emotionally valenced.
- Active Comparator: Casual GamesComposed of 6 commercially available computer games. It matches the experimental treatment program in overall program use intensity, time-spent attending, delivered rewards, and overall engagement.
Primary Outcome Measure
Physical Activity Adherence [ Time Frame: 6 weeks ]
Central Contacts
- Michelle W Voss, PhD319-335-2057
- Charles Hillman, PhD617.373.8342
Locations (2)
| Facility | City | State | ZIP | Site coordinators |
|---|---|---|---|---|
| Psychological and Brain Sciences Building | Iowa City | Iowa | 52242 | Michelle Voss, PhD (PRINCIPAL_INVESTIGATOR) |
| Center for Cognitive and Brain Health | Boston | Massachusetts | 02115 | Charles Hillman, PhD (PRINCIPAL_INVESTIGATOR) Arthur F Kramer, PhD (SUB_INVESTIGATOR) |
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