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  1. Home
  2. /Batteries
  3. /Motor Learning Battery
  4. /Guide

Battery guide

Motor Learning Battery guide

Four tasks of motor sequence learning, implicit sequence learning, beat tapping and tracking, for motor learning research.

Guide version
1.2.0
Battery version
1.0.0
Research use only

ConductCognition, https://conductcognition.com/batteries/motor-learning/guide

Back to the battery

On this page

  1. What it measures
  2. Tests in order
  3. Time and devices
  4. Languages
  5. How to give it
  6. How each test is scored
  7. Session quality rules
  8. Published norms used
  9. How to cite

What it measures

Who it is for: Motor learning research.

It measures Motor sequence learning, Implicit sequence learning, Sensorimotor timing and Visuomotor tracking.

Processing speed: How quickly people take in information and respond.

Scores describe how a person performs on these tasks. Research use only.

Tests in order

The tests run in this order. A study started from the battery keeps the order and the settings.

1. Motor Sequence Task. Measures motor skill learning. Participants type the sequence 4 1 3 2 4 on the number keys with the left hand, as quickly and accurately as they can, in 12 trials of 30 seconds with 30 seconds of rest between them. The main score is the number of correct sequences per trial over the last three trials.

2. Serial Reaction Time. Measures implicit sequence learning. One of four boxes lights up and participants press its key. A repeating 10-step sequence is replaced by a random block near the end, and the slowdown in that block shows how much of the sequence was learned.

3. Beat Tapping Task. Measures how steadily people tap in time with a beat. Participants tap the space bar with a steady series of tones at two tempos, then keep tapping at the same pace after the tones stop. The main score is the variability of the taps' timing against the tones.

4. Pursuit Tracking Test. Measures eye-hand tracking. Participants keep a dot on a target that moves around a circle at three speeds, using a mouse or trackpad. The main score is the percent of time on target.

Tests in order
OrderTestDomainTime
1Motor Sequence TaskProcessing speed13 to 14 minutes
2Serial Reaction TimeProcessing speed3 to 4 minutes
3Beat Tapping TaskProcessing speed7 to 9 minutes
4Pursuit Tracking TestProcessing speed5 to 7 minutes

Time and devices

Allow about 34 minutes for the whole battery. The table gives each test's time.

The battery has timed tests. Participants need a desktop or laptop with a mouse or trackpad, and the timed tests run in full screen. Tablets and phones cannot run it.

On a desktop or laptop the screen must be at least 1024 by 700 pixels.

Some tests play sound, so participants need headphones.

Participants need Chrome, Edge, Firefox or Safari.

Time and devices
TestTimingDevices
Motor Sequence TaskTimedDesktop or laptop
Serial Reaction TimeTimedDesktop or laptop
Beat Tapping TaskTimedDesktop or laptop
Pursuit Tracking TestTimedDesktop or laptop

Languages

Runs in all eight participant languages.

How to give it

Start a study from the battery in the app. The tests, their order and their settings are already set and stay fixed. If you change, reorder or customize a test, the study becomes a custom study and no longer carries the battery.

Each test opens with its instructions. Participants see these:

Motor Sequence Task: Type the sequence on the screen over and over, as quickly and accurately as you can, with the fingers of your left hand.

Serial Reaction Time: Rest your fingers on D, F, J and K. When a box lights up, press its key as quickly and accurately as you can.

Beat Tapping Task: Tap the space bar in time with each tone. When the tones stop, keep tapping at the same pace until a low tone. Use wired headphones if you can: wireless headphones play sound late.

Pursuit Tracking Test: Keep the white dot on the red dot as it moves around the circle, for as much of the time as you can.

How to give it
StepBefore you invite participants
1Use a desktop or laptop with a full keyboard, including the number keys, and a mouse or trackpad.
2Ask participants to wear headphones, wired if they can: the beat tapping task plays tones, and wireless headphones play them late.
3The motor sequence task is often retested after a night's sleep. To retest it, add a second visit to the study, such as the next morning: every visit runs all four tests, and the study keeps the battery.
4Pilot the battery yourself: the four tasks take about 34 minutes.

How each test is scored

The server scores each test when the participant finishes it. The primary score is the one the app compares with a norm. The other scores are reported with it.

Every result records its scoring version. For this battery they are Motor Sequence Task 1.0.0, Serial Reaction Time 2.0.0, Beat Tapping Task 1.0.0 and Pursuit Tracking Test 1.0.0.

How each test is scored
TestScoreWhat it isBetter
Motor Sequence TaskSequences, Last Three Trials (primary)Mean correct sequences per trial over the last three trials.Higher is faster skilled typing
Motor Sequence TaskSequences, First Three TrialsMean correct sequences per trial over the first three trials.Higher is faster early typing
Motor Sequence TaskGainLast three trials minus first three trials, in correct sequences per trial.Positive values mean typing sped up with practice
Motor Sequence TaskGain (%)The gain as a percentage of the first three trials.Positive values mean typing sped up with practice
Motor Sequence TaskErrors per TrialMean key presses per trial that were not part of a correct sequence.Lower is more accurate
Motor Sequence TaskError Rate (proportion)Errors divided by all key presses, over all trials.Lower is more accurate
Motor Sequence TaskTime Between Presses (ms)Mean time between key presses inside correct sequences over the last three trials.Lower is faster
Motor Sequence TaskTotal SequencesCorrect sequences over all trials.Higher is faster
Motor Sequence TaskTrials Completed (trials)Trials with at least one key press.Equal to the number of trials when none was missed
Motor Sequence TaskMissed TrialsTrials with no key press.Above 0 means some trials were missed
Motor Sequence TaskOther Key PressesPresses of keys other than 1 to 4 during trials.Lower is better
Motor Sequence TaskHeld Key RepeatsKey repeats produced by holding a key down instead of pressing it.Lower is better
Motor Sequence TaskEarly PressesPresses in the first 100 ms of a trial, saved apart and not scored.Lower is better
Serial Reaction TimeSequence Learning Effect (ms, primary)Random-block mean correct response time minus the mean of the neighboring sequence blocks.Higher positive values suggest learning
Serial Reaction TimeSequence Block RT (ms)Mean of the correct response times in the sequence blocks before and after the random block.Lower is faster
Serial Reaction TimeRandom Block RT (ms)Mean correct response time in the random block.Informational
Serial Reaction TimeAccuracy (proportion)Share of test trials answered with the key for the lit box.Higher is better
Serial Reaction TimeAccuracy Learning Effect (proportion)Accuracy in the neighboring sequence blocks minus accuracy in the random block.Higher positive values suggest learning
Beat Tapping TaskAsynchrony Variability (ms, primary)Standard deviation of tap minus tone within a round, over the scored tones with a tap, averaged over rounds.Lower is steadier synchronization
Beat Tapping TaskAsynchrony Variability as a Percent of the Interval (%)Each round's asynchrony standard deviation as a percent of its interval between tones, averaged over rounds.Lower is steadier synchronization
Beat Tapping TaskMean Asynchrony (ms)Mean of tap minus tone, against each tone as the device reports it heard, averaged over rounds.Usually negative: taps lead the tones
Beat Tapping TaskMean Asynchrony Before the Output Delay (ms)Mean of tap minus tone, against the moment the browser played each tone, before the output delay the device reports.Informational
Beat Tapping TaskAsynchrony Variability, Faster Tempo (ms)The asynchrony standard deviation over rounds at the shorter interval.Lower is steadier synchronization
Beat Tapping TaskAsynchrony Variability, Slower Tempo (ms)The asynchrony standard deviation over rounds at the longer interval.Lower is steadier synchronization
Beat Tapping TaskMean Asynchrony, Faster Tempo (ms)The mean asynchrony over rounds at the shorter interval.Usually negative: taps lead the tones
Beat Tapping TaskMean Asynchrony, Slower Tempo (ms)The mean asynchrony over rounds at the longer interval.Usually negative: taps lead the tones
Beat Tapping TaskContinuation VariabilityStandard deviation of the intervals between taps after the tones stopped, divided by their mean, averaged over rounds.Lower is steadier timing without the beat
Beat Tapping TaskContinuation Variability, Faster TempoThe continuation variability over rounds at the shorter interval.Lower is steadier timing without the beat
Beat Tapping TaskContinuation Variability, Slower TempoThe continuation variability over rounds at the longer interval.Lower is steadier timing without the beat
Beat Tapping TaskContinuation TempoMean interval between taps after the tones stopped, divided by the interval between the tones, averaged over rounds.Under 1 means the tapping sped up
Beat Tapping TaskLag-One AutocorrelationCorrelation of each interval between taps after the tones stopped with the interval before it, averaged over rounds.Wing and Kristofferson's model predicts 0 to -0.5
Beat Tapping TaskTimekeeper Variability (ms)Wing and Kristofferson's timekeeper standard deviation, from the continuation intervals at each tempo, averaged over the tempos where the model holds.Lower is steadier timing
Beat Tapping TaskMotor Variability (ms)Wing and Kristofferson's motor delay standard deviation, from the same intervals.Lower is steadier movement
Beat Tapping TaskTones with a Tap (proportion)Share of the scored tones with a tap within half an interval.Under 0.8 is flagged; under 0.5 makes the session invalid
Beat Tapping TaskExtra TapsTaps beyond the one nearest a tone within half an interval of it.Informational
Beat Tapping TaskAnticipationsPresses less than 100 ms after the press before them, left out of the scores.More than max(2, 20%) of presses makes the session invalid
Beat Tapping TaskRounds with Focus LossRounds during which the page lost focus, left out of the scores.Above 0 is flagged for review
Beat Tapping TaskOutput Delay (ms)Median delay between the browser playing a tone and the device reporting it heard.Set by the device; wireless headphones can add delay the device does not report
Beat Tapping TaskRounds Scored with the TonesRounds with a tap on at least half their scored tones and no focus loss.Informational
Beat Tapping TaskRounds Scored after the TonesRounds with at least half their planned intervals after the tones stopped and no focus loss.Informational
Beat Tapping TaskRoundsRounds in the scored run.Informational
Beat Tapping TaskHeadphone Check Passed1 when the headphone check before the test passed, 0 when it did not and the study's setting ran the test anyway.0 is flagged for review
Pursuit Tracking TestTime on Target (%, primary)Time with the white dot's center within the target, as a percent of the time tracked, across all scored runs.Higher means closer tracking
Pursuit Tracking TestTime on Target, Slow (%)Time on target in the runs at 6 revolutions per minute.Higher means closer tracking
Pursuit Tracking TestTime on Target, Medium (%)Time on target in the runs at 12 revolutions per minute.Higher means closer tracking
Pursuit Tracking TestTime on Target, Fast (%)Time on target in the runs at 18 revolutions per minute.Higher means closer tracking
Pursuit Tracking TestDistance from TargetMean distance between the white dot and the target's center, divided by the target's radius, weighted by time.Lower is closer; under 1 means on the target on average
Pursuit Tracking TestPractice Gain (%)Time on target in the last round minus the first round, in percentage points.Higher means more improvement with practice
Pursuit Tracking TestRuns Without MovementScored runs in which the pointer did not move.Lower supports interpretation
Pursuit Tracking TestRestarted RunsRuns started again because the pointer left the window or the tab was hidden.Lower supports interpretation

Session quality rules

The app checks every session when it scores it and records one of four states.

An Invalid session stays in the study's results, labelled with its reason, and does not count toward norms.

A session can carry warnings and still be valid. The results list the warnings next to the scores.

Session quality rules
StateWhat it means
Norm-readyThe session passed every check and a norm exists for it, so the app can show a percentile.
Raw-onlyThe scores are usable, but the app shows no percentile. Typical reasons are no norm for the test, changed settings, or a warning that makes a comparison unfair, such as a restart or a screen too short for the display.
Invalid technicalThe setup broke the timing or the task. Examples are leaving full screen, a browser tab that lost focus during a timed test, and long pauses.
Invalid behavioralThe responses suggest the task was not done as asked. Examples are a failed attention check, repeated switching away from the task, and accuracy at or below chance on a choice task.

Published norms used

No published norm is used for any test in this battery.

ConductCognition also builds norms from its own participants. An age band of a test uses them once it holds at least 50 valid sessions on the same device and input type, run with standard settings and scored with the current scoring version. Sessions from paying customers' studies and from clinical or patient samples do not count.

A report shows a percentile only when the app has stored one for that session. Otherwise it shows the raw scores.

Every reference group covers ages 18 and over. No reference group covers a participant under 18, so their report shows raw scores only, and their sessions do not count toward norms.

How to cite

ConductScience, Inc. Motor Learning Battery guide, version 1.2.0. ConductCognition. https://conductcognition.com/batteries/motor-learning/guide

Cite the guide version you used. Name the battery version (1.0.0) and the scoring versions listed in this guide.

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