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Original Research

Does multicomponent physical exercise with simultaneous cognitive training boost cognitive performance in older adults? A 6-month randomized controlled trial with a 1-year follow-up

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Pages 1335-1349 | Published online: 17 Aug 2015

Figures & data

Figure 1 Simultaneous cognitive–physical training components: video game dancing (A) and treadmill memory training (B). In (A) two participants perform steps on a pressure sensitive platform to the rhythm of the music. Step timing and direction is cued with arrows on a screen. In (B) a participant is walking on a treadmill while performing verbal memory exercises presented on a computer screen.

Figure 1 Simultaneous cognitive–physical training components: video game dancing (A) and treadmill memory training (B). In (A) two participants perform steps on a pressure sensitive platform to the rhythm of the music. Step timing and direction is cued with arrows on a screen. In (B) a participant is walking on a treadmill while performing verbal memory exercises presented on a computer screen.

Figure 2 Examples of complementary balance (A) and strength (B) exercises.

Notes: The participant in (A) tries to maintain balance while stepping from one object to the next (objects are soft rubber “stones” and a skipping rope) and (B) shows a participant performing split leg squats wearing a weight vest.
Figure 2 Examples of complementary balance (A) and strength (B) exercises.

Table 1 Baseline demographic characteristics and training compliance

Figure 3 Trial design and participants’ flow.

Notes: Participants were randomly assigned to one of two simultaneous cognitive–physical training groups (DANCE and MEMORY) or an exclusively physical multicomponent training group (PHYS) and were trained over 6 months twice weekly for 1 hour. Nine cognitive tests were assessed at pretest, 3-months test, and 6-months test. Four tests were repeated at 1-year follow-up.
Abbreviations: DANCE, virtual reality video game dancing; MEMORY, treadmill walking with simultaneous verbal memory training; PHYS, treadmill walking.
Figure 3 Trial design and participants’ flow.

Table 2 Multiple regression for the linear global time effect (from pretest to 3- and 6-months tests, N=71) and the interaction between orthogonal contrasts and time effect for the cognitive test battery

Table 3 Repeated measures ANOVA from 6-months test to follow-up test, N=47

Figure 4 Cognitive performance developments in the four tests that included a 1-year follow-up measurement.

Notes: Significant overall improvements were shown in all tests over the 6-months training period (graphs AD all P<0.05, one tailed). In Trail Making B (graph B), only the two groups with a cognitive training component (DANCE and MEMORY) improved from pretest to 3-months test (trend P=0.075, one tailed). In Executive Control (graph C), different time courses of adaptation between DANCE and MEMORY were found (trend P=0.051, one tailed). From 6-months test to 1-year follow-up test Trail Making B improved significantly (graph B, P=0.015), while performance was maintained in the three other tests (graphs A, C, and D). Error bars indicate ± standard error of the mean.

Abbreviations: DANCE, virtual reality video game dancing; MEMORY, treadmill walking with simultaneous verbal memory training; PHYS, treadmill walking.

Figure 4 Cognitive performance developments in the four tests that included a 1-year follow-up measurement.Notes: Significant overall improvements were shown in all tests over the 6-months training period (graphs A–D all P<0.05, one tailed). In Trail Making B (graph B), only the two groups with a cognitive training component (DANCE and MEMORY) improved from pretest to 3-months test (trend P=0.075, one tailed). In Executive Control (graph C), different time courses of adaptation between DANCE and MEMORY were found (trend P=0.051, one tailed). From 6-months test to 1-year follow-up test Trail Making B improved significantly (graph B, P=0.015), while performance was maintained in the three other tests (graphs A, C, and D). Error bars indicate ± standard error of the mean.Abbreviations: DANCE, virtual reality video game dancing; MEMORY, treadmill walking with simultaneous verbal memory training; PHYS, treadmill walking.

Figure 5 Cognitive performance developments in the five tests that did not include a 1-year follow-up measurement.

Notes: Significant overall improvements were shown in the tests in graphs (A, C, D, and E) (all P<0.05, one tailed) over the 6-months training period. No improvement was found in Digit Forward (graph B). Error bars indicate ± standard error of the mean.
Abbreviations: DANCE, virtual reality video game dancing; MEMORY, treadmill walking with simultaneous verbal memory training; PHYS, treadmill walking.
Figure 5 Cognitive performance developments in the five tests that did not include a 1-year follow-up measurement.

Figure 6 Comparison of training enjoyment in the three interventions.

Notes: No group differences were shown for overall training enjoyment (PACES), strength, and balance training (all P>0.05). The two cognitive–physical training components (video game dancing and treadmill memory) tended to be enjoyed more than treadmill walking (trend P=0.069, one tailed). Scores system is from one to seven points (least to maximal enjoyment), tP<0.10 trend, error bars indicate ± standard error of the mean.
Abbreviations: PACES, Physical Activity Enjoyment Scale; TE, training enjoyment; DANCE, virtual reality video game dancing; MEMORY, treadmill walking with simultaneous verbal memory training; PHYS, treadmill walking.
Figure 6 Comparison of training enjoyment in the three interventions.