Children's Continuous Performance Task

Technical Manual

Script Author: Katja Borchert, Ph.D. (katjab@millisecond.com), Millisecond

Created: January 12, 2026

Last Modified: January 20, 2026 by K. Borchert (katjab@millisecond.com), Millisecond

Script Copyright © Millisecond Software, LLC

Background

This script implements Millisecond's version of the Children's Continuous Performance Task (C-CPT) introduced by Kerns & Rondeau (1998) for preschool children ages 3-6. The C-CPT is a type of X-CPT go/nogo task that uses animals pictures and animals sounds with X-representing the Go Animal ('Sheep') trials and all other animals representing the Nogo Animals. The ratio of Go:Nogo Stimuli is 1:6, with infrequent targets to frequent distractors.

The implemented game is best played on touchscreens. If played on non-touchscreens, the mouse can be used instead.

References

Kerns, K. A., & Rondeau, L. A. (1998). Development of a continuous performance test for preschool children. Journal of Attention Disorders, 2(4), 229–238. https://doi.org/10.1177/108705479800200403

Images:
Rossion, B., & Pourtois, G. (2004). Revisiting Snodgrass and Vanderwart's object set: The role of surface detail in basic-level object recognition. Perception, 33, 217-236.

Schuttler, S. G., Stevenson, K., Kays, R., & Dunn, R. R. (2019). Children’s attitudes towards animals are similar across suburban, exurban, and rural areas. PeerJ (San Francisco, CA), 7, Article e7328. https://doi.org/10.7717/peerj.7328

Z-Scores
Gregg, A. & Sedikides, C. (2010). Narcissistic Fragility: Rethinking Its Links to Explicit and Implicit Self-esteem, Self and Identity, 9:2, 142-161

Duration

30 minutes

Description

Participants are asked to play a game to look at animal images and listen to animal sounds and find the sheep. Whenever they detect a sheep (go-stim), they are asked to press the response button. Participants need to refrain from pressing the response button for any other animal stimuli (nogo-stims).

3 subgames can be played:

1. Present images and corresponding sounds - respond to the sheep ('Find the Sheep!') 2. Present only sounds (visual image is a curtain) - respond to the sheep sound ('Find the Sheep even if the animals are hiding!') 3. Present images with random sounds - respond to the image of the sheep (regardless of sound) ('Find the Sheep even if the animals try to trick you!')

Before the CPT games are played, participants work through two familiarization blocks to learn about the images and soundfiles used.

Procedure

(1) Introduction

Familiarization

(2) Familiarization Procedures: Note that the implemented procedure in this script differs from that run by
Kerns & Rondeau (1998) who presented all 10 animal images and asked the children to
a) name the animals and b) produce their sounds before they played the appropriate soundfile twice.

(a) Image Familiarization
10 trials to familiarize the participants with the 10 animal images.
Each trial verbally names the target animal and the child is asked to select the appropriate animal image.
If the incorrect image is selected, the trial is repeated.
The animal images are presented in random screen locations (5x2 matrix), but the same locations are kept
throughout the procedure.

(b) Sound Familiarization
10 trials to familiarize the participants with the 10 animal sounds.
Each trial plays the sound associated with the target animal and the child is asked to select the appropriate animal image.
If the incorrect image is selected, the trial is repeated.
The animal images are presented in random screen locations (5x2 matrix), but the same locations are kept
throughout the procedure.

Cpt Games: The Goal 'Find The Sheep'!
By default all games are run by this script (see section Editable Parameters how to turn off a game from running).
The games are always played in the same order: game1 -> game2 -> game3

(3) Game1: animal image + congruent sound

(a) Practice - Game1:
- 16 animal presentations (can be edited in section Editable Parameters)
- proportion targets (sheep): 25% (higher than during test to allow more sheep to appear, can be edited in section Editable Parameters)
- feedback provided for hits, misses and commissions ( feedback can be turned off in section Editable Parameters)
- performance check at the end:
- by default, all practice trials have to be correct to move on to the test block (see section Editable Parameters for minimum performance needed)
- by default the first 2 trials are disregarded for performance check (see section Editable Parameters)
- the number of times a practice block is run is limited - by default- to 2 (see section Editable Parameters)
=> if performance after the 2nd block is still not high enough, the participant moves on to the test block regardless

(b) Test - Game1:
- 203 animal presentations can be edited in section Editable Parameters
- proportion targets (sheep): 1 out of 7 (can be edited in section Editable Parameters, this is the proportion used by Kerns & Rondeau (1998))
- no feedback provided for hits, misses and commissions ( feedback can be turned on in section Editable Parameters)


(4) Game2: no animal image ('X' = curtain) + sound -> "Animals are hiding behind a curtain"
Kerns & Rondeau (1998) ran an 'X' stimulus - this script uses the image of a 'curtain' instead.
However, the stimulus can easily be changed to the image of an 'X' (in that case, instructions need to be edited)

(a) Practice - Game2:
- 16 animal sounds presentations (can be edited in section Editable Parameters)
- proportion targets (sheep): 25% (higher than during test to allow more sheep to appear, can be edited in section Editable Parameters)
- feedback provided for hits, misses and commissions ( feedback can be turned off in section Editable Parameters)
- performance check at the end:
- by default, all practice trials have to be correct to move on to the test block (see section Editable Parameters for minimum performance needed)
- by default the first 2 trials are disregarded for performance check (see section Editable Parameters)
- the number of times a practice block is run is limited - by default- to 2 (see section Editable Parameters)
=> if performance after the 2nd block is still not high enough, the participant moves on to the test block regardless

(b) Test - Game2:
- 203 animal sound presentations can be edited in section Editable Parameters
- proportion targets (sheep): 1 out of 7 (can be edited in section Editable Parameters, this is the proportion used by Kerns & Rondeau (1998))
- no feedback provided for hits, misses and commissions ( feedback can be turned on in section Editable Parameters)

(5) Game3: animal image + random sound -> "Animals try to trick you and pretend they are a different animal"

(a) Practice - Game3:
- 16 animal image presentations, paired with random sounds (can be edited in section Editable Parameters)
- proportion targets (sheep images): 25% (higher than during test to allow more sheep to appear, can be edited in section Editable Parameters)
- feedback provided for hits, misses and commissions ( feedback can be turned off in section Editable Parameters)
- performance check at the end:
- by default, all practice trials have to be correct to move on to the test block (see section Editable Parameters for minimum performance needed)
- by default the first 2 trials are disregarded for performance check (see section Editable Parameters)
- the number of times a practice block is run is limited - by default- to 2 (see section Editable Parameters)
=> if performance after the 2nd block is still not high enough, the participant moves on to the test block regardless

(b) Test - Game3:
- 203 animal images presentations with random sounds can be edited in section Editable Parameters
- proportion targets (sheep): 1 out of 7 (can be edited in section Editable Parameters, this is the proportion used by Kerns & Rondeau (1998))
- no feedback provided for hits, misses and commissions ( feedback can be turned on in section Editable Parameters)



Trial Sequence (Editable Values, See Section Editable Parameters)
-> image + sound for 1500ms (script records the latency of the first response made but keeps track of the number of additional responses until stim presentation is over)
-> optional feedback for hits, misses, false alarms for 1000ms

Image Selection
Target: always the sheep image
Distractor: randomly (with replacement) selected from the remaining animal images

Stimuli

provided by Millisecond Software.

Ten animals were selected that are likely to be recognized by
preschoolers (e.g. typical farm animals and wild animals such as elephant and lion)
based on prior research (e.g. Schuttler et al, 2019).

10 animals: bird, cat, cow, dog, elephant, frog, horse, lion, pig, sheep

images: images taken from the image database by Rossion & Pourtois (2004)
soundfiles: downloaded from https://pixabay.com/sound-effects/
-> Each soundfile plays for roughly 1s

can be edited under section Editable Stimuli

Instructions

provided by Millisecond Software - can be edited in script 'c_cpt_instructions_inc.iqjs'

English verbal instructions were generated with
https://ttsmaker.com/
voice: Elizabeth

"TTSMaker grants users a non-exclusive, irrevocable, worldwide, and perpetual license to use audio files
generated via its services. Users may freely use, modify, reproduce, distribute, and display the audio content
for both personal and commercial purposes—such as in games, films, audiobooks, advertisements, educational
materials, and other media—without paying additional fees or obtaining further permissions."
https://ttsmaker.com/copyright_and_commercial_license_terms

Summary Data

File Name: c_cpt_summary*.iqdat

Data Fields

NameDescription
inquisit.version Inquisit version number
computer.platform Device platform: win | mac |ios | android
computer.touch 0 = device has no touchscreen capabilities; 1 = device has touchscreen capabilities
computer.hasKeyboard 0 = no external keyboard detected; 1 = external keyboard detected
startDate Date the session was run
startTime Time the session was run
subjectId Participant ID
groupId Group number
sessionId Session number
elapsedTime Session duration in ms
completed 0 = Test was not completed
1 = Test was completed
Familiarization
imageFamErrorCounter The number of errors made during the image familiarization procedure
soundFamErrorCounter The number of errors made during the sound familiarization procedure
Cpt
practice1RoundCounter Number of times practice for game1 was run
practice1Success 1 = practice1 completed successfully; 0 = practice1 not completed successfully
practice2RoundCounter Number of times practice for game2 was run
practice2Success 1 = practice2 completed successfully; 0 = practice2 not completed successfully
practice3RoundCounter Number of times practice for game3 was run
practice3Success 1 = practice3 completed successfully; 0 = practice3 not completed successfully
Overall Test Games
propCorrectOverall Proportion correct responses across all cpt games
meanHitRT Mean hit response time (in ms) across all cpt games
Per Test Game (Only Explained For Game1)
propCorrect1 Proportion correct responses across game1 trials
excessResponses1 Counts the number of excess responses made during game1 trials (excess responses are responses that are made in excess of 1)
meanHitRT1 Mean hit response time (in ms) across all game1 go-trials
hitRate1 Proportion correct responses for go-trials in game1 ('pressed response button for the sheep')
missRate1 Proportion incorrect responses for go-trials in game1 ('did not press response button for the sheep') - omission error
crRate1 Proportion correct responses for nogo trials in game1 ('did not press response button for distractor animals')
faRate1 Proportion incorrect responses for nogo trials in game1 ('did press response button for distractor animals') - commission error
Signal Detection Measures
zHitRate1 The calculate z-score of the hitRate during game1
zFaRate1 The calculate z-score of the faRate during game1
dPrime1 Computes d' (parametric measure of discriminability btw. signals and noise) for game1
=> Range (in this script)
-5.1516586840152740479 <= dprime <= 5.1516586840152740479 (=perfect performance)
=> The higher the value, the better signals (go stims) were overall distinguished from noise (nogo stims)
(d' = 0: chance performance; negative d-primes: participant treated nontargets as targets and targets as nontargets)
c1 C-criterion in signal detection:The absolute value of c provides an indication of the strength of
the response bias/response style
negative: participant more likely to report that signal is present (liberal response style)
may favor faster responding in speed-accuracy trade-off response paradigms
positive: favoring caution (conservative response style)

Raw Data

File Name: c_cpt_raw*.iqdat

Data Fields

NameDescription
build Inquisit version number
computer.platform Device platform: win | mac |ios | android
computer.touch 0 = device has no touchscreen capabilities; 1 = device has touchscreen capabilities
computer.hasKeyboard 0 = no external keyboard detected; 1 = external keyboard detected
date Date the session was run
time Time the session was run
subject Participant ID
group Group number
session Session number
blockcode The name the current block (built-in Inquisit variable)
blocknum The number of the current block (built-in Inquisit variable)
trialcode The name of the currently recorded trial (built-in Inquisit variable)
trialnum The number of the currently recorded trial (built-in Inquisit variable)
trialnum is a built-in Inquisit variable; it counts all trials run
even those that do not store data to the data file.
phase "Familiarization", "Practice", "Test"
gameCounter Tracks the number of CPT games played
gameType 1 = game 1 (images + congruent sound)
2 = game 2 (no images + sound)
3 = game 3 (images + random sound)
trialCounterPerBlock Tracks the number of cpt trials per block
goTrialCounterPerBlock Tracks the number of cpt go-trials run per block
nogoTrialCounterPerBlock Tracks the number of cpt nogo-trials run per block
trialType 1 = go trial; 2 = nogo trial
animalImage Stores the itemnumber (0-9) of the current animal image (9 = sheep)
animalSound Stores the itemnumber (0-9) of the current animal soundfile (9 = sheep)
corrResp 1 = press response button
0 = wait
responseCounter Tracks the number of times response button is pressed during each cpt-trial
acc 1 = correct; 0 = error
responseCategory Hit: pressed response button at least once for the target
miss Did not press response button for the sheep (omissions)
cr Did not press response button for the distractor (correct rejections)
fa Pressed response button at least once for the distractor (false alarms, commissions)
respRT Stores the latency of the first response in ms (if any); measured from onset of stim
famErrorCounter Tracks the number of errors made during the current familiarization procedure
Built-In
response The response of participant during the currently recording trial
correct Correctness of response (1 = correct, 0 = error)
use 'acc' for CPT trials instead
latency Response latency (in ms)
use 'respRT' for CPT trials instead

Parameters

The procedure can be adjusted by setting the following parameters.

NameDescriptionDefault
Design
runGame1 Game1: image and congruent animal sound presented
true = game1 is played
false = game1 is skipped
true
runGame2 Game2: X and animal sound presented
true = game1 is played
false = game1 is skipped
true
runGame3 Game3: image and RANDOM animal sound presented (sound = distractor)
true = game1 is played
false = game1 is skipped
true
Test Blocks
numberCptTrialsPerTestBlock Number of trials to run per test block203
propGoTrialsTest Proportion of GoTrials during the test ( numberCptTrialsPerTestBlockTest x propGoTrialsTest should result in an integer)
Kerns & Rondeau (1998) ran 200 trials with 29 targets during each game
1/7
showPerformanceFeedbackTest True = during test blocks, participants receive feedback for hits, false alarms, and misses
false = no performance feedback provided during test blocks
false
Practice Blocks
numberCptTrialsPerPracticeBlock Number of trials to run per practice block16
propGoTrialsPractice Proportion of GoTrials during the practice ( numberCptTrialsPerPracticeBlock x propGoTrialsPractice should result in an integer)
Kerns & Rondeau (1998) ran 25s practice rounds
1/4
minPracticeAcc The minimum practice performance that need to be reached to move on to the test1
maxNumberPractice The maximum number of practice rounds run before participant moves to the test (regardless of practice performance)2
showPerformanceFeedbackPractice True = during practice blocks, participants receive feedback for hits, false alarms, and misses
false = no performance feedback provided during practice
true
prefatoryTrials The number of trials at the beginning of a (practice) block that should be disregarded from performance check2
Timing Parameters
cptDelayStartMS Delay (in ms) of the first stim during cpt blocks5000
cptStimDurationMS Presentation time (in ms) of the (visual) cpt stimuli (equals response timeout)1500
cptItiMS Intertrial interval (in ms), potentially to create a visual break between animal images during cpt trials
Note
-The Stimulus Onset Asynchrony (SOA) in this script is: cptStimDuration + iti = 1500ms
-Kerns & Rondeau (1998) only mention that the stims appear every 1500ms, no mention of response timeout
0
cptFeedbackDurationMS Duration (in ms) of performance feedback during cpt trials1000
Ui Parameters
canvasColor Display color of the actively used portion of the screen (the 'canvas')
if set to a color other than the screenColor, you can distinguish the active canvas
from the inactive portion of the screen
black
screenColor Color of the screen not used by the canvas ('inactive screen')black
defaultTextColor Default color of text itemswhite
imageHeightPct Proportional height (to canvas height) of the animal images40%
xHeightPct Proportional height (to canvas height) of the letter X40%
responseButtonSizePct Proportional height (to canvas height) of the responseButton15%