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Practice Effect and Beyond: Reaction to Novelty as an Independent Predictor of Cognitive Decline Among Older Adults

Published online by Cambridge University Press:  15 November 2010

Yana Suchy*
Affiliation:
Department of Psychology, University of Utah, Salt Lake City, Utah
Matthew L. Kraybill
Affiliation:
Department of Psychology, University of Utah, Salt Lake City, Utah
Emilie Franchow
Affiliation:
Department of Psychology, University of Utah, Salt Lake City, Utah
*
Correspondence and reprint requests to: Yana Suchy, Department of Psychology, University of Utah, 380 S. 1530 E., Room 502, Salt Lake City, UT 84112-0251. E-mail: yana.suchy@psych.utah.edu
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Abstract

Practice Effects (PE) have been gaining interest as an early marker of pathological cognitive decline among older adults, with cognitively compromised individuals exhibiting diminished or absent PE, presumably due to reduced ability to learn. However, the opposite pattern has also been observed, with MCI participants showing larger PEs than controls. In this prospective cohort study, we examined the possibility that individuals with incipient cognitive decline may be more “thrown” by task novelty, which may inflate PE due to diminished performance during the first exposure to the task. We assessed Novelty Effect (NE) and Learning (LRN) on a motor task in 50 community-dwelling independent older adults who expressed a concern about their cognition. Results showed that larger NE was associated with greater cognitive decline 17 months later, reliably classifying participants into decliners and nondecliners. LRN did not independently explain any variance in future cognitive change, but moderated the relationship between NE and decline and correlated with the level of cognition at baseline and follow-up. These findings highlight the differing contributions of NE and LRN to PE, and demonstrate that NE may be sensitive to depletion of cognitive reserve among individuals who are on the verge of exhibiting a reliable cognitive decline. (JINS, 2011, 17, 000–000)

Information

Type
Research Articles
Copyright
Copyright © The International Neuropsychological Society 2010
Figure 0

Table 1 Demographic, depressive, cognitive, and health characteristics of the sample divided by return status

Figure 1

Fig. 1 The figure depicts the Behavioral Dyscontrol Scale-Electronic Version (BDS-EV) response console. It was used in the present study to assess learning and the effect of novelty. The figure originally appeared in Suchy et al. (2010). Understanding design fluency: Motor and executive contributions. Journal of the International Neuropsychological Society, 16(1), 26–37. Copyright 2010 by Cambridge University Press.

Figure 2

Fig. 2 The BDS-EV Push-Turn-Taptap task (Suchy et al., 2005) requires that participants learn different sequences (or permutations) of three specified hand movements, using a specialized response console. The three hand movements are “Push” – pushing the joystick forward; “Turn” – turning the joystick clockwise; and “Taptap” – double-tapping on the white dome of the response console (Figure 1). The task begins with Block 1, in which a two-movement sequence is presented on the computer screen, until three correct trials are completed. Following these three learning trials, participants continue to perform the sequence from memory, until accomplishing five additional correct trials. This completes the Block 1 of the task. After completing Block 1, participants move on to Block 2. In Block 2, a new, longer sequence is presented on the computer screen, and the above-described process is repeated. There is a total of four Blocks, each characterized by different and progressively longer sequences (only the first two Blocks are presented in the figure). Mistakes are followed by an audible tone, along with the presentation of the correct sequence on the computer screen and the highlighting of the next movement to be performed. Motor planning latencies (which were used for computation of the effect of novelty) are indicated in the figure by the thick black vertical arrows, and reflect the preparation time before initiation of each correct trial (only latencies preceding correctly executed trials are considered). For each block, median latencies across all correct trials are computed (indicated in the figure by double-headed horizontal arrows). The effect of novelty is operationalized in this study as the difference between the median latencies for Block 1 minus median latencies for Block 2. Adapted from “Understanding design fluency: Motor and executive contributions,” by Y. Suchy, M. Kraybill, and J. G. L. Larson, 2010. Journal of the International Neuropsychological Society, 16(1), 26–37. Copyright 2010 by Cambridge University Press.

Figure 3

Fig. 3 The figure demonstrates the size of the motor planning latencies on the Push-Turn-Taptap task (Suchy et al., 2005) across four learning blocks. As can be seen, the latencies become progressively longer from Block 2 to Block 4, reflecting increases in sequence length. However, latencies on Block 1 are longer than those on Block 2, despite the fact that the Block 1 sequence is the shortest. The difference between the latencies on the first two blocks has been interpreted as the effect of novelty (NE), and represents the operationalization of NE in the present study. The differences between each pair of adjacent blocks are significant at p < .05.

Figure 4

Table 2 Zero order correlations

Figure 5

Fig. 4 The observed relationship between Novelty Effect (NE) and Learning (LRN) indices. As can be seen, larger NE was associated with fewer errors.

Figure 6

Table 3 Hierarchical regression results showing the relative contribution of learning and novelty to prediction of annualized cognitive decline

Figure 7

Table 4 Demographic, depressive, and cognitive characteristics of the sample divided by cognitive decline status

Figure 8

Fig. 5 The figure demonstrates the size of the Novelty Effect (NE; reflecting the difference in motor planning latencies between the first and the second blocks of a motor learning task) and the difficulty in Learning (LRN; reflecting the number of errors across four blocks of the motor learning task) for (a) participants who returned for follow-up testing and remained cognitively the same (“nondecliners”; n = 43), (b) participants who returned for follow-up testing and exhibited a reliable cognitive decline (“decliners”; n = 7), and (c) participants who dropped out of the study after the baseline assessment (“dropouts”; n = 25).

Figure 9

Fig. 6 The figure demonstrates the size of the median motor planning latencies on the Push-Turn-Taptap task (Suchy & Kraybill, 2007) across four learning blocks for (a) participants who returned for follow-up testing and remained cognitively the same (“nondecliners”; n = 43), (b) participants who returned for follow-up testing and exhibited a reliable cognitive decline (“decliners”; n = 7), and (c) participants who dropped out of the study after the baseline assessment (“dropouts”; n = 25). As can be seen, both the dropouts and the decliners exhibited longer planning latencies than nondecliners on Block 1 (evident by nonoverlapping standard errors), despite having comparable latencies on the remaining blocks (evident by overlapping standard errors).

Figure 10

Fig. 7 The figure demonstrates a hypothetical model of dynamical changes in the size of the practice effect (PE), with variable contributions from novelty effect (NE) and learning (LRN) as a function of cognitive decline.