Explore projects
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Experimental Psychology Class at Lawrence Technological University
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This experiment is designed to measure participants' forwards, backwards, and sequential digit spans. It uses visual presentation. Sequence length increases every two trials. If participants make an error on both trials of the same length, they move onto the next trial.
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A learning task based on the reinforcement learning model. The current version is based on the paper by Frank, Woroch and Curran. (2005). Neuron, 47(4), 495-501.
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This example shows a button that changes colors with each click (toggling between two colors). It takes into consideration multiply clicks on long presses.
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IOWA Gambling Task (IGT) 4 Choices (2 Bad Deck-A&B, 2 Good Deck, C&D) For Gains/Losses conditions: GainLosConds.xlsx
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Bandit game, part of a PhD project at Philiastides Lab, The University of Glasgow. In this game, participants select between pair of slot machines (overall 4 stimuli) with the aim to maximise the total points won.
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In this task participants are required to sort the presented cards based on a rule. The rule is unknown to the participants, however they receive feedback whether their answer was correct. The rule changes after certain amount of trials. This experiment is based on Grant & Berg (1948) experiment.
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Check if the participant is using a mouse or touchscreen
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The Simple Reaction Time Task (Deary & Liewald, 2011)
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