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 — BEHAVIORAL
    Computerized cognitive training completed on any computer or tablet with internet
  • Exercise — BEHAVIORAL
    Aerobic 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 Games
    Composed 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

Locations (2)

FacilityCityStateZIPSite coordinators
Psychological and Brain Sciences BuildingIowa CityIowa52242
Michelle W Voss, PhD
319-335-2057
Ruthina Malone
319-335-2407
Michelle Voss, PhD (PRINCIPAL_INVESTIGATOR)
Center for Cognitive and Brain HealthBostonMassachusetts02115
Charles Hillman, PhD
617-373-8342
Virginia Davis
617-373-3448
Charles Hillman, PhD (PRINCIPAL_INVESTIGATOR)
Arthur F Kramer, PhD (SUB_INVESTIGATOR)

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