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How do learning progress and novelty drive human curiosity?

Poli F, Meyer M, Mars RB, et al. · Cognition · 2022

Open access · cc by · source: Europe PMC

People decide to stop exploring a task when they stop learning from it, and they choose their next task based on both how much they expect to learn and how new it is.

How this study connects

Role on claims

Each row is a claim on a concept or method page where this paper supports, challenges, or qualifies the statement. Roles are hand-checked — not a model guess.

  • SupportsLearningconcept

    What people choose to practise tracks how much they are still improving.

    Exploration is guided by expected learning progress, not only by reward or novelty. Participants were more likely to keep playing with a character while learning progress was high (β = −0.13 for switching as progress fell), and when choosing something new were drawn to both expected learning progress (β = 0.24) and perceptual novelty.

    Evidence for the claim as stated.

  • SupportsLearningconcept

    Whether external feedback helps depends on what it replaces. Curiosity-driven exploration was strongly guided by internally computed learning progress, while in motor sequence learning positive social comparative feedback produced no overall speed or self-efficacy advantage over no feedback, and plain reaction-time feedback without social context slowed learning.

    Evidence for the claim as stated.

  • SupportsIntrinsic Motivationconcept

    Curiosity-driven intrinsic exploration is guided by expected learning progress and novelty, with people opting to switch tasks when their progress in learning starts to decline.

    Evidence for the claim as stated.

Open questions

Tensions this paper is part of

From concept pages' “where studies disagree.” Disagreement means the same question; scope means different assays, populations, or outcomes.

  • Scope difference — different assays, populations, or outcomes

    SupportsLearning

    Whether external feedback helps depends on what it replaces. Curiosity-driven exploration was strongly guided by internally computed learning progress, while in motor sequence learning positive social comparative feedback produced no overall speed or self-efficacy advantage over no feedback, and plain reaction-time feedback without social context slowed learning.

Study at a glance

Design
Human experiment — Free exploration among colored characters; GAM predicting termination by learning progress vs novelty
N
N=55 · 67 recruited via Sona; 9 failed inclusion, 3 lost to technical error
Population
University students participating for course credit
Outcome
Whether exploration is terminated by expected learning progress versus perceptual novelty

Structured fields used in claim comparison tables when every cited study has a complete layer.

Inspect source passages

How do learning progress and novelty drive human curiosity?

These passages occur verbatim in the stored paper text. They support the points listed below; they do not verify every statement in the explanation.

55 participants

The final sample consisted of 55 participants (M age  = 20.44, SD  = 2.85, F = 28, M = 27).

3 different cartoon characters

Participants were presented with three characters that were distinguishable by their color (green, blue, and red) and shape (A).
Read passages in the original paper

Key findings

Participants were more likely to keep playing with a character when their learning progress was high, with the probability of switching increasing as learning progress decreased, showing a beta of -0.13. When choosing a new character, participants were significantly drawn to both expected learning progress (beta of 0.24) and perceptual novelty (beta of 0.87). Furthermore, the influence of novelty on their choices decreased over time, while the influence of expected learning progress remained stable.

Methodology

Researchers tested 55 participants in an online game where they selected and tracked 3 different cartoon characters hiding behind a hedge. Each character's hiding spot followed a unique probability distribution with differing levels of noise and volatility. The researchers tracked when participants chose to switch characters and which character they selected next, using computational modeling to analyze how learning progress and novelty affected these choices.

Limitations

First, the study was conducted entirely online with a sample of undergraduate students, which may not generalize to broader or older populations. Second, because the study did not include external rewards, it does not show how curiosity-driven exploration interacts with or trade-offs against extrinsic motivations like money or points. Finally, while the computational model infers internal states of learning progress, it cannot definitively prove these calculations are consciously occurring in the participants' minds.

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