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Diede Fennema / msat_sussex
GNU General Public License v3.0 or laterExample code for moral sentiment and action tendencies task, based on Antidepressant Advisor Study version but with addition of anger / punishing oneself.
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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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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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In this task participants are required to memorise and recall number series in order. Participants start out with three 3-digit sequences. If participants correctly recall 2 out of 3 three sequences, they progress to 4-digit sequence trials and so on. If participants respond incorrectly on 2/3 trials the experiment terminantes. This experiment is based on the original digit span experiment by Jacobs (1887).
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In this task participants are required to write down as many words as possible beginning with letters "S" and "C". This experiment is a short version of Thurstone & Thurstone (1938) Chicago word fluency test.
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In this experiment, you will see a set of colored squares. On half of the trials, a cue will direct you to maintain items in either the left or right visual field after a brief delay.
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This is a temporal bisection task with a PANAS questionnaire and an SATQ questionnaire.
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The purpose is the test which kind of emotion affects memory Using images with relative music for test memory
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Multicultural faces Cows instead of primates Faces first then animals
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In this task participants are required to press either left or right arrow key depending on which way the fish in centre is facing. Participants are required to ignore the direction of the surrounding fish. This is a children version of Flanker Task based on M. Rosario Rueda et al. (2004).
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