Train Your Brain 2.0: Improving Memory and Decision Making Among Youth
This study, called "Train Your Brain 2.0," is looking for young people aged 11 to 15 to test a computer-based program. The goal is to see if this program, called Working Memory Training, can improve memory and decision-making skills. We want to understand if this training can help prevent substance use in adolescents who are at risk. Another group will receive a different computer program, called Working Memory, which is not designed to improve memory. We will measure changes in how participants make decisions about rewards over time to see if the training is successful. This study is currently looking for participants.
- Study design
- This interventional study plans to enroll 72 participants. It compares two behavioral interventions: Working Memory Training and Working Memory.
- What's involved
- You would participate in computer-based training sessions over 5-8 weeks. Your decision-making will be measured at the start, after 2 weeks, and again after 3 months.
- Compensation
- Not stated in the trial record.
- Follow-up
- Participants will be followed for 3 months after starting the study interventions.
AI-generated from the public study record. Only the study team can confirm whether you're eligible — confirm details with them before making decisions.
Train Your Brain 2.0 - Improving Memory and Decision Making Among Youth
At a glance
Conditions
Where it's being run
2 sites across 1 statesWho to contact
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What this trial measures
- Change in Monetary Choice QuestionnaireBaseline, 2 Weeks, 3 Months
The Monetary Choice Questionnaire (MCQ) is a measure of delay discounting (DD). Participants will be presented with two choices, one with a small, immediate monetary reward and the other with a larger, delayed monetary reward. They will be required to choose one of those rewards and their responses will be scored using reference discounting curves. A calculated score that places participants on steeper curves indicates higher levels of impulsivity and higher rates of DD. Scores are not bounded with a minimum and maximum value, but higher scores indicate worse outcomes and demonstrate the participant's preference to gain smaller rewards immediately over larger rewards with a time delay.