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The Hungry Donkey Task is a version of Bechera's Iowa Gambling Task for children; it is a test in the areas of cognition & emotion that was originally developed to assist in detecting decision-making impairment in patients with prefrontal cortex damage. The experiment is often computerized and is carried out in real time and resembles real-world contingencies. A donkey chooses from four doors, each with a cost or reward in apples. The objective is to give the donkey the most apples possible.

Definition contributed by Anonymous
Phenotypes associated with Hungry Donkey Task


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IMPLEMENTATIONS of Hungry Donkey Task
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EXTERNAL DATASETS for Hungry Donkey Task
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Experimental conditions are the subsets of an experiment that define the relevant experimental manipulation.


You must specify conditions before you can define contrasts.

In the Cognitive Atlas, we define a contrast as any function over experimental conditions. The simplest contrast is the indicator value for a specific condition; more complex contrasts include linear or nonlinear functions of the indicator across different experimental conditions.

response time
apples earned
% "good" doors chosen

An indicator is a specific quantitative or qualitative variable that is recorded for analysis. These may include behavioral variables (such as response time, accuracy, or other measures of performance) or physiological variables (including genetics, psychophysiology, or brain imaging data).


Neural correlates of decision making on a gambling task.
Carlson SM, Zayas V, Guthormsen A
Child development (Child Dev)
2009 Jul-Aug