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Working memory is the limited capacity system that enables an individual to mentally hold and manipulate incoming information while completing cognitive tasks5,6. Individual differences in working memory impact cognitive, scholastic, and professional performance in adults7,8 and children9,10. Despite the connection between working memory and learning, few diagnostic tools are available to comprehensively assess working memory in children11,12.
The Comprehensive Assessment Battery for Children - Working Memory (CABC-WM) was designed to assess working memory at its most elemental level, as envisioned by multiple prominent working memory models, including those proposed by Baddeley and colleagues5,13,14 and Cowan and colleagues15,16,17. Baddeley14 proposes four separate working memory components: a central executive/attention controller that focuses, switches, and divides attention and links long-term and working memory; a visuospatial sketchpad that holds visual and spatial information; a phonological loop that holds speech-based and other acoustic information; and an episodic buffer that forms an interface among working memory components and binds information from subsystems and long-term memory. On the other hand, Cowan posits that working memory may be part of a larger, more unitary construct primarily guided by the focus of attention, in addition to central executive and phonological storage and rehearsal subsystems15,16,17. The CABC-WM includes 13 working memory tasks that measure the central executive (or focus of attention), visuospatial, phonological, and binding subsystems of working memory. We aimed for three measures of each construct to support the use of latent variables. Several of the tasks included in the CABC-WM were modeled after tasks originally designed for adults, who typically have a higher tolerance than children for complex tasks. We adapted the tasks to make them motivating for children by presenting them in a pirate-themed computer game with visually-appealing graphics, virtual rewards, and a touch-screen interface. We also limited the number of tasks presented in a single research session and the number of trials in each task to decrease the likelihood of fatigue. Finally, to increase the reliability of the battery, tasks were designed to be easy to administer and score. All tasks included standardized instructions presented by the computer as part of each game. Most of the tasks have automated scoring that reduces the opportunity for human error during data processing. Details of the tasks can be found in Table 1 and are described below.
Central Executive Tasks
N-back auditory, N-back visual, and number updating tasks assess central executive function. The N-back task is an updating task that presents a sequence of stimuli, after which subjects are asked to judge whether a stimulus is the same or different from the preceding stimulus. The N-back auditory task is presented in the context of a robot band playing different instruments with differing tones. Children listen to the tones in sequence. After each tone is heard the child decides whether the new tone is the same or different from the preceding tone and responds by pushing labeled same/different keys on the keyboard. Pilot data showed that a 1-back task was doable by elementary-age children. The N-back Visual task is presented in the context of robots playing a game with patterned game pieces. Each game piece is a black square with different patterns of white dots. Children see a series of individual game pieces. After each piece is shown, they decide whether the pattern is the same or different from the preceding piece and show their response by pushing labeled same/different keys on the keyboard. Again, pilot data showed that only a 1-back task was at the appropriate level for young children completing this battery. The number updating task assesses a child's ability to maintain information in working memory and to update it when additional information is provided. This task is presented in the context of a toy factory where the child's task is to keep track of the running total of yoyos and teddy bears manufactured. Initially, children are shown two digits to remember, one digit for the number of yoyos and the other for the number of teddy bears. The children are then shown an addition operation (e.g., +1, +2, etc.) for one of the digits, which they use to update the digit total. Children are given five operations in sequence before the numbers are reset and they begin again.
Phonological Working Memory
'Phonological working memory' is responsible for mentally holding and manipulating acoustic and speech-based information. Phonological working memory is assessed using 'digit span', 'digit span-running', and 'nonword repetition' tasks. The 'digit span' task requires children to repeat lists that vary in length from 2-8 digits. This task is presented to children in the context of playing a copycat game with a robot. The child repeats what the robot says, trying to remember as many digits in the sequence as possible. The 'digit span-running' task is presented in the context of playing a copycat game with sea monsters who read lists of numbers 7-10 digits in length; however, children do not know how many digits will be presented in a list. When the list is completed, the child is prompted to recall as many digits as possible, in forward order, from the end of the list. In the 'nonword repetition' task, children repeat novel words (e.g., 'genfad' and 'yitvodgoom'), which help the pirate build a candy bridge over a river.
Visuospatial Working Memory
'Visuospatial working memory' is the component of working memory that mentally holds and manipulates visual and spatial information. Visuospatial working memory is assessed with 'location span', 'location span-running', 'visual span', and 'visual span-running' tasks. The location span task requires children to remember the endpoint location of a series of arrows that direct a pirate to buried treasure. The locations are displayed in an array of eight dots radiating from the center of the screen at equidistant angles. After children see the series, they point to as many locations as they can remember in sequence. The 'location span-running' task is the same as the location span task except that children do not know how many locations will be presented. The 'visual span' task is similar to the 'location span' task. Children see a series of 1-6 individual black polygons (i.e., 'gems' in the context of the game) appear on the screen, one at a time. After seeing each series, six polygons appear in a line on the screen. Children select the order in which they appeared, using the touchscreen. The 'visual span-running' task is similar to the visual span task except that children do not know how many polygons will appear. At the end of the sequence, children recall the polygons in forward order. The span lengths vary from 3 to 6 polygons.
Binding Tasks
'Binding tasks' refer to the component of working memory that forms a temporary interface among the various working memory components (e.g., phonological and visuospatial) and binds information within and across these subsystems and long-term memory. Binding tasks include 'phonological binding span', 'visual binding span', and 'cross-modal binding'. The 'phonological binding span' task requires children to learn pairings of non-speech sounds (e.g., beeps and tones) with single-syllable nonwords (e.g., vope and meck). This task is presented in the context of robots speaking a special 'robot language' to order candy at a candy store. Children start by hearing one sound with one nonword in a sequence, but the task increases in difficulty until they hear up to four sound-nonword pairings in a sequence. The 'visual binding span' task requires children to remember two paired pieces of visual information, such as where individual polygons are located in a 4 x 4 grid. Span length increases from 1 to 6 polygons. After the last polygon in each trial has been displayed, an identical, blank 4 x 4 grid appears on the screen next to a field of the six optional polygons. Children use the touchscreen to select and drag the polygons to their proper location within the grid. Children are allowed to move polygons around the grid until they are satisfied with their selection. 'Cross-modal binding' requires the binding of auditory nonwords (e.g., koov and geem) with black polygon shapes. This task is presented in the context of learning the name of game pieces. As each individual polygon is shown in the center of the screen, children hear a 1-syllable nonword paired with that polygon. Each trial varies in the number of pairs presented, ranging from 1 to 6. After the last pair is presented, a selection screen showing the field of six polygons appears. Children hear each nonword, one at a time, and use the touchscreen to indicate the polygon that goes with that nonword. The nonwords are not replayed in the order in which they were presented.
CABC-WM Administration and Results
The protocol for administering the CABC-WM is described below. Following this, results of the CABC-WM measures and reported task reliability are provided for a sample of typically-developing children. The presented CABC-WM battery is administered on a desktop computer with a touchscreen monitor using a pirate-themed context for the games. The child sits directly in front of the touch screen. A research assistant sits beside the child to monitor the child's attention or need for breaks. The assistant also records data for the tasks that are not automatically recorded by the computer program (see below). At the conclusion of each task, the CABC-WM prompts the child to select the next task. After the last task has been completed in the research session, the CABC-WM concludes by allowing the child to purchase items for his pirate avatar in a virtual store.
All tasks begin with a set of training trials that the child is required to pass before proceeding to the test trials. If a child cannot pass the training trials after five attempts, the task is discontinued. Please see Table 1 for individual task details including: stimuli used, conditions, number of training trials and task trials, average task length, and dependent variables.