1/7/2024 0 Comments Lumosity train of thoughtThe Insight also includes a more in-depth look at what we mean by planning and tips for how you can plan more efficiently to raise your scores the next time you play. The Insight will analyze your gameplay and tell you how strong your Train of Thought planning skills are, as well as how they compare to other users. Subscribers can unlock the new Insight after playing Train of Thought eight times. In their analyses, our data scientists found that planning skills are directly correlated with overall game score on Train of Thought. Here, planning refers to your ability to think ahead and direct trains accordingly, rather than taking the game one train at a time. When we started developing our Train of Thought Insight, our data science team recommended that the Insight focus on planning skills. Train of Thought is our most popular game across the board, so we wanted to give our users a richer game experience with an actionable analysis of their training. If you’re a Lumosity subscriber, you can find your planning score in the new Train of Thought Insight, available on web, iOS, and Android.Our new Train of Thought Insight is a deep-dive into how users route trains and how that affects overall performance on the game. That’s why we devised a Train of Thought “planning score” - to help players better understand how they can work on planning ahead to master more difficult levels. Investigating further, it became clear that it’s around that level, when the number and speed of trains increases dramatically, that planning is critical. We found that a lot of people seemed to get stuck around Level 8 and plateau. Of course, planning ahead is still important to success in Train of Thought, especially at higher levels. Divided attention refers to the ability to simultaneously respond to multiple tasks or task demands. As a result, we reframed the new Train of Thought not as a problem solving game but as an attention game, specifically divided attention. As the game thus took shape, and we transitioned from suitcases to our now-beloved trains, it became clear that, while the game definitely required planning, even more essential to playing the game was multiple object tracking: you have to pay attention to the whole screen, not just one train at a time. At the same time, we’d reviewed some research that suggested that continuous, asynchronous tasks make for good training, and the suitcase prototype did a good job of capturing this. One early prototype used suitcases on a conveyor belt to try to gamify real-time planning. What we liked about the Tower of Hanoi was the idea of a game in which you have a number of dependent tasks to deal with - or tasks that you can’t complete until you’ve completed other tasks first - but we wanted to frame this in a more relatable activity. The Tower of Hanoi asks: can you restack these rings on the last pole, moving one ring at a time, but without ever stacking a bigger ring on top of a smaller ring? So, how do you plan ahead and use all the rods to recreate the original stack of rings on the designated rod? The object of the puzzle is to move all the disks to one of the other rods, one at a time, but you’re never allowed to place a bigger disk on top of a smaller disk. The Tower of Hanoi is a puzzle frequently used in research to evaluate problem solving: it typically starts with three rods, the first of which has a stack of rings, one on top of the other, and the rings are ordered by size with the biggest on the bottom and the smallest on top. We were interested in devising a game that would mimic real-world planning, and our initial research began with investigating the Tower of Hanoi. Train of Thought is one such game: technically our own invention, but still deeply rooted in fundamental cognitive principles.įunnily enough, Train of Thought actually came about because we were trying to develop a new problem solving game involving planning. Other games are our own invention, but these too start with a thorough review of existing research so we can understand the cognitive ability we want each game to challenge. For instance, Lost in Migration is based on the Flanker Task. Some of our games are directly inspired by classic neuropsychology tasks. Every Lumosity game starts with research.
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