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Gorilla Demos and Examples List

If you already have a Gorilla account check out the Samples page to view a complete list of all Gorilla's samples, demonstrations and examples.

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Classic Examples



Full Classic Examples List


Attention:

Below are some classic attention tasks.

Attentional Blink

This is a classic 'Attentional Blink' Task. Measure temporal limitations in the ability to deploy visual attention.

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Change Blindness

This is a classic 'Change Blindness' Task. Measure how long it takes participants to spot the difference!

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Dot Probe

The dot-probe is a classic task used to assess selective attention. Content note: this task includes aversive images.

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Flanker - TB2

Flanker - Game Builder

The classic Flanker Task (or Eriksen Flanker Task) is a 'response inhibition' test used to assess participants' ability to suppress responses. Find out more about this task on our Flanker page.

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Go / No-Go Task (Children)

This Inattention and Impulsivity task is loosely based on a lab study conducted by Serena Bezdjian, Laura A. Baker, Dora Isabel Lozano, and Adrian Raine in 2009 on twins aged 9 and 10. Reference: Bezdjian et al. (2009)

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Mackworth Clock Task - TB2

This tests vigilance, a prolonged state of concentration. Participants must stare at the image of a ticking clock and identify when the second hand jumps more than it should. This example has a jump rate of around 8% and lasts a minute, whereas a full task would jump around 0.5% of the time, and last much longer. Reference: Mackworth (1948)

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Posner Cueing Task - TB1

Posner Cueing Task - TB2

This spatial orientation task measures the effects of cueing on reaction times to target stimuli. This example requires the participant to press one of two keys when a green 'thumbs up’ appears in the corresponding box. 75% of the time, a green circle will appear in the correct box before the stimulus appears. Reference: Wikipedia

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Sustained Attention to Response Task

A classic sustained attention reaction test (or SART).

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Attitudes:

Below are some classic attitude tasks. To see some IAT data and analysis collected using Gorilla, see this study.

Implicit Association Tests (IAT):

IAT: 'Pictures and Pictures'

View a classic Implicit Association Test: Category sorting task. Categories of images are paired with another category of interest. Differences in accuracy and RT are used to potentially measure implicit bias.

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IAT: 'Pictures and Words' - TB1

IAT: 'Pictures and Words' - TB2

View a classic Implicit Association Test: Category sorting task, measuring strength of association between categories of images and word categories. Differences in accuracy and RT are used to potentially measure implicit bias.

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IAT: 'Words and Words'

View a classic Implicit Association Test: Category sorting task, measuring strength of association between two sets of word categories. Differences in accuracy and RT are used to potentially measure implicit bias.

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IAT: 'Age'

View a classic Implicit Association Test, comparing RT and Accuracy in categorising different aged people against positive and negative words. This is potentially a measure of implicit bias towards groups.

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Other Attitude Tasks:

Semantic Priming

Semantic Priming - Mobile Version

View a Classic semantic priming task. Targets are paired with related or neutral primes. The semantic priming effect is the difference in RT and Accuracy a related prime produces.

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Bot Checks:

These bot checks are designed to be easy for humans, hard for robots. Clone one or two into your experiment to make sure you're only including data from real participants!

Anagram Task - TB2

Click the scrambled letters in the right order to make a word.

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Naming Task - TB2

Name the animal in the picture! Participants are presented with the silhouette of a common animal. They have to type the name of the animal.

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Real Effort Number Counting - TB2

Count how many zeros appear in a grid. This is a classic real effort task. A grid of 1s and 0s is shown to the participant. They have to respond with the number of 0s. The grid is shown as an image, to make it more bot proof.

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Sentence Unscrambling Task

Click the scrambled words in the right order to make a sentence.

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Visual Search - TB2

Can you find the Y among the Xs?

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Rating Scale

Select 'Strongly Agree' on a Likert scale. This is a simple questionnaire.

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Click a Colour

Choose a colour from the list of words. This is a simple questionnaire.

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Cognition:

Below are some classic cognition tasks:

Deary-Liewald Task

This keyboard task measures response time and choice response times, which correlate with general intelligence.

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Nine-dots Problem - TB1

Nine-dots Problem - TB2

This task is used as a measure of reasoning and the ability to 'think outside the box'. Participants are asked to connect 9 dots with four straight lines or fewer, without lifting the pen and without crossing the same dot more than once.

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Relational Reasoning

Relational Reasoning - Mobile Version

This classic task assesses your ability to complete patterns across shape and colour. The participant has to choose an object to complete a puzzle display.

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Remote Associates Test - TB1

Remote Associates Test - TB2

This task is used as a measure of creativity. Participants are given a group of 3 apparently unrelated words and must think of the 4th word which connects them.

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Wason Selection Task (Four Card Problem) - TB1

Wason Selection Task (Four Card Problem) - TB2

This task is a logic puzzle. Out of a set of four cards participants must work out which card must be turned over to see if a rule has been broken.

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Decision Making:

Below are some classic decision making tasks:

Delay Discount - TB1

Delay Discount - TB2

This task assesses the relative weighting a participant puts on reward at different time periods. Will they accept a delay in receiving a reward for a greater gain?

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Teen Risk Judgement

Measures a teenager's judgement of risky situations, before and after feedback on how different groups rate the risk of these situations.

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Urn Task - TB1

Urn Task - TB2

An evidence accumulation and judgement task - the participant is repeatedly asked to reveal one of two different urns. The urn contents change with each trial and the participant has to choose the urn which most likely yields a reward.

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Willingness To Pay - TB1

Willingness To Pay - TB2

This task assesses how much participants are prepared to pay for different items. This example uses snacks.

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Utility Task - TB2

Can participants weigh up the utility of two different slot machines, based on probability (which machine pays out more often) and magnitude (how much each machine pays out)?

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Economic Games:

Below are some classic economic games:

Prisoner's Dilemma - TB1

Prisoner's Dilemma - TB2

Prisoner's Dilemma - Game Builder

This is a classic experiment in Game Theory. It assesses a person's bias towards cooperating or betraying another for gain. The participant completes multiple instances, with different outcomes given - thus introducing a learning element. Reference: Wikipedia

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Public Goods Game

This is a classic task in Experimental Economy. It involves a social and economic dilemma where individuals have a choice to secretly contribute some of their private funds to put into the public fund pot. These ‘public goods’ are then multiplied by the factor and distributed evenly among players. The game assesses individuals' willingness to cooperate depending on the multiplying factors. This task was created using both Task Builder and an additional script. Reference: Wikipedia

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Education:

Below are some education tasks:

Comprehension - TB1

Comprehension - TB2

This task assesses an individual's comprehension ability when reading textual information. First a segment of text is read, then participants are asked questions assessing their understanding.

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Maths Test - TB1

Maths Test - TB2

This type of assessment aims to quantify an individual's mathematical ability. Participants are shown different math examples in a question-answer format. They must input the correct numerical answer as quickly as possible within the timelimit.

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Vocabulary Learning & Testing - TB1

Vocabulary Learning & Testing - TB2

Here a number of unfamiliar words are shown (French in this example), and are paired with their familiar translations. They are then tested with all words on the screen (choose the translation by clicking), and then in a free recall stage (type in the answer).

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Vocabulary Learning with Dropout and Mastery - TB2

In this task, participants are presented with unfamiliar vocabulary words and their translations. They are then tested on their recall. Any trials on which they give an incorrect answer are repeated until all trials have been answered correctly.

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Emotion:

Below are some classic emotion tasks:

Positive Mood Induction Task - TB1

Positive Mood Induction Task - TB2

This demonstrates a classic Positive Mood Induction task.

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Equipment Checks:

These tasks are designed to check your participant's equipment setup. Clone them into your experiment if you need to check your participants are wearing headphones, or adjust visual angle based on participants' distance from the screen!

Headphone Check Task

Listen to a series of tones and select which one is the quietest. The task is designed to screen out participants who are not wearing headphones. This task was created using Gorilla's Code Editor. Reference: GitHub

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Virtual Chinrest Task

This task tests participants' viewing distance from the screen, enabling presentation of Gabor patches and other stimuli that require calculation of visual angle. This task was created using Gorilla's Code Editor. Reference: GitHub

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Executive Function:

Below are some classic executive function tasks:

Alternate Task Switching - TB1

Alternate Task Switching - TB2

Participants complete two different tasks that alternate every two trials. Participants typically slow down between tasks as they shift attention. In this example, one task involves identifying a shape, and the other task involves identifying the colour of that shape. Reference: Wikipedia

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Conditional Feedback - TB2

This conditional feedback task assesses how participants learn different stimulus-response mappings by rewarding certain responses to images over others. For example; response 1 pays £1 against response 2, which pays £5.

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Cued Task Switching - TB1

Cued Task Switching - TB2

Participants complete two different tasks that switch frequently. This differs from alternate task switching as cues indicate which task participants must complete for each trial, rather than switching for alternate trials. In this example, participants must either identify colour or shape. Reference: Wikipedia

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Digit Span Number Entry

The Digit Span is a classic Short Term Memory (STM) task. Participants are asked to repeat back increasingly lengthy sequences of numbers. The longer the sequence they are able to recall, the greater the assumed STM capacity. Find out more about this task on our Digit Span page.

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Iowa Gambling Task - TB1

Iowa Gambling Task - TB2

Iowa Gambling Task - Game Builder

In this classic Iowa Gambling Task, your goal is to win as much money as possible. You'll start with $2000. Each card selected will give you a reward, but sometimes you'll also have to pay a fee. Try to see how much money you can make!

This task is based on the original procedure described by Bechara and colleagues: Reference: [Paper] Bechara et al. (1994)

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Probabilistic Learning - 2WFC

Participants learn associations between image stimuli which have noise associated with them. In this example, participants must learn which flowers live in a forest. One flower is more likely to be correct (more probable for that forest). At the end of learning, participants have to choose the correct flower (the more probable one). Reference: Wikipedia

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Probabilistic Learning - Round Feedback

This probabilistic learning task comprises separate 'rounds' which assess the participant's ability to learn from uncertain information. The participant receives feedback after each response, which is only accurate to a certain probability. At the end of each round, the participant is given feedback on the actual total number of correct responses. Reference: Wikipedia

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Simon Task (Stimulus-Response Compatibility) - TB2

Measures the stimulus-response compatibility effect. This version is a left-right location task, where word and location match and mismatch. Mismatched trials typically have longer response times than matched trials. Reference: Wikipedia

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Spatial n-back - TB2

This n-back task requires participants to respond when any given item is repeated in a sequence n instances ago. So on a 1-back trial, repeated targets would require a response, 2-back would have another item in between, and 3-back would have 2 items in between. Reference: Wikipedia

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Stop Signal Delay - TB1

Stop Signal Delay - TB2

Participants must respond, within a certain time window, to a cue on screen. However, a delayed stop signal is shown on some trials, which requires no response at all. This aims to measure response inhibition of the participant. This sample is loosely based on a classic study by Logan et al. Reference: [Paper PDF] Logan, G.D, Cowan, W.B, & Davis, K.A. (1984 Apr). J Exp Psychol Hum Percept Perform. 10(2):276-291.

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Stroop Task

Classic Stroop Task, in which colour names mismatch and match their text colour. Desktop version uses keyboard input. Mobile version uses touch buttons. Find out more about this task on our Stroop page.

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Wisconsin Card Sorting Task - TB1

Wisconsin Card Sorting Task - TB2

Wisconsin Card Sorting Task - Game Builder

Designed to measure the ability to adapt to changing conditions of reinforcement, or ‘set-shifting’. Participants must identify a rule to correctly match a sample card to four options. This rule is not stated and shifts every 10 cards. In this example, the rule shifts every 4 cards. Reference: Wikipedia

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Language:

Below are some classic Language tasks:

Audio Naming Task

This naming task comprises a series of audio clips. After each audio clip, participants are asked to repeat the word they heard. Here we use simple words. This task can be made more difficult with the use of more complex audio clips, including accents, audio distortion or longer sentence recall.

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Categorisation Task

Categorisation Task - Game Builder

This task requires participants to categorise a target word into two semantic categories. Here we use two categories: Fish and Mammals. This allows for the inclusion of words which often lead to an error - for instance an aquatic mammal such as Dolphin.

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Naming Task - TB1

Naming Task - TB2

This naming task comprises a series of pictures. After each image, participants are asked to write the name of the item in the image. Here we use different animals. This task can be made more difficult with the use of more abstract images, and less concrete words.

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Self-Paced Whole Sentence Reading - TB1

Self-Paced Whole Sentence Reading - TB2

This sentence reading task, created by Gorilla user Eva Poort, comprises sentences displayed for a limited time. After the sentence, a word is shown, which participants must categorise as either related to the sentence, or unrelated.

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Memory:

Below are some classic memory tasks:

Digit Span Number Entry

The Digit Span is a classic Short Term Memory (STM) task. Participants are asked to repeat back increasingly lengthy sequences of numbers. The longer the sequence they are able to recall, the greater the assumed STM capacity. Find out more about this task on our Digit Span page.

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Hebb Learning - TB1

Hebb Learning - TB2

Trials are presented in two stages: First a list of words are shown item-by-item. Then a grid of images are shown with each image corresponding to a previously shown word. Participants must select the images which represent the words in the correct order. Some sequences of words are repeated more than once - this often leads to greater accuracy and shorter reaction times, termed Hebb learning. This sample is loosely based on a study by Page et al. Reference: Hebb (1961) (Pages 37-51)
Reference: Wikipedia
Reference: [Paper]Page, M Angustias et al. (2006) J Exp Psychol Learning, Mem, & Cogni 32(4):716-733.

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Levels of Processing - TB1

Levels of Processing - TB2

This experiment is loosely based on the Levels of Processing Framework (Craik & Tulving, 1975). Participants judge whether a target word has a certain number of letters, rhymes with another word, is in a category, or fits in a given sentence. Relating to the levels of processing: Structural, Phonemic, Category and Sentence. Reference: [Paper] Craik, F. I. M., & Tulving, E. (1975). J Exp Psychol: General, 104(3):268-294.

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Memory Intrusion

Memory Intrusion - Game Builder

Participants memorise a list of words, then another list is displayed sequentially - with the participant deciding if they are old (memorised) or new words. Foils can include semantically related words (i.e. 'Bed' for a word list including 'Sleep', 'Pillow', 'Night'), which encourage false memory inclusion.

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Misinformation Effect - TB2

Research has shown that incorrect or leading post-event information can be incorporated into memory. This task is loosely based on Loftus and Palmer’s (1974) task in which participants must make a speed judgement. The question asked differed, using one of a list of words such as ‘smashed’ ‘bumped’ or ‘hit’. The word used has been found to affect speed judgements, with ‘smashed’ eliciting a higher estimate than ‘hit’. Reference: Wikipedia

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N-Back Task (2-Back)

A memory task originally developed by Kirchner, in which participants must remember letters from N trials ago. This version is a 2-Back task. Reference: Wikipedia

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Picture Superiority Effect - TB1

Picture Superiority Effect - TB2

Participants are shown a variety of words and images onscreen, and then are asked to recall as many as they can. Typically, participants are more likely to remember images than words. Paivo (1973) suggested that this is due to images being dually encoded in memory – as both a word and an image. Reference: Wikipedia

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Primacy and Recency - TB2

Primacy and Recency - Game Builder

A list of words with matching images are presented sequentially. Participants then have to recall as many words as possible by typing in to a text box. This aims to replicate the primacy and recency effects in memory, where items first seen and most recently seen are more likely to be remembered.

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Post-Identification Feedback Effect - TB2

Confidence judgements regarding prior eyewitness testimony are greatly inflated when feedback is given to eyewitnesses suggesting their judgements are accurate or mistaken. In this task, participants are allocated randomly to either a feedback or no feedback condition. Participants are shown 6 images of faces alongside 6 objects. They are then asked which face was associated with one of the objects. In the feedback condition, the participants are then told ‘Well Done, you got it right!’ and then all participants are asked for a confidence judgement. Reference: [Meta-analysis] Steblay, Wells and Douglass (2014)

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Random Number Recall - TB1

Random Number Recall - TB2

This task generates a series of random numbers, which are presented to the participant. The participant then has to recall these by typing them in to a text box.

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Testing Effect

Learners who are asked to test their knowledge as part of learning, and receive feedback, perform better on subsequent long-term memory tests than learners who simply study for the same length of time. In this task, participants are asked to memorise 5 French vocabulary terms. Half the participants are given a short practice test of this knowledge, half are given more time with the word pairs. After a delay of 3 minutes, the participants then test their knowledge. Reference: Wikipedia

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Perception:

Below are some classic perception tasks:

2D Mental Rotation Task - TB1

2D Mental Rotation Task - TB2

Participants must correctly identify which of the options is a rotation of the target object. This is achieved through mental visual representation. Reference: Wikipedia

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Audio Transcription - TB1

Audio Transcription - TB2

Audio of sentences are played to the participant. They then have to write down what they heard. The audio varies by predictability, which should then impact on the accuracy of transcription from memory.

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Auditory Sentence Predictability - TB1

Auditory Sentence Predictability - TB2

Audio of spoken sentences are played to the participant. After each sentence, the participant must rate the predictability of the sentence.

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Navon Global Precedence - TB1

Navon Global Precedence - TB2

This letter finding task assesses the identification or features at a global level vs a local level. Participants have to identify whether a letter is present or not present in an image. The letter may be individual, or made up of smaller letters, but global features typically take less time to identify. This sample is loosely based on a classic study by Navon. Reference: Navon, D. (1977)

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Thatcher - TB1

Thatcher - TB2

The Thatcher Illusion refers to a participant's inability to notice the inversion of lips and eyes when a face is presented upside-down. Participants are shown a series of faces, some with features inverted and/or whole face inverted. Participants have to detect if the face is natural or not. Reference: Wikipedia

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Visual Search - TB1

Visual Search - TB2

A Visual Search task in which participants must find an item with two features, whilst being distracted by other items that each share one of those features. This conjunctive search example includes different numbers of distractor items. The more distractor items, the worse performance should be. Reference: Wikipedia

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Visual Search Click on Location - TB1

Visual Search Click on Location - TB2

A Visual Search task in which participants must find one item (Y) in an array whilst being distracted by other items (X) that look visually similar. This visual search task makes use of the Click Painting Zone. Reference: Wikipedia

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Personality:

Below are some classic personality tasks:

The Big 5 Personality TIPI

This Questionnaire administers the Ten Item Personality Inventory (TIPI) of the Big 5 Personality Measure. This measures the traits of openness to experience, conscientiousness, extraversion, agreeableness, and neuroticism. Reference: Wikipedia

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Barratt Impulsiveness Scale (BIS-11) - QB2

This Questionnaire administers the Barratt Impulsiveness Scale (BIS-11). This obtains scores of a person's impulsivity: attentional impulsivity, motor impulsivity, non-planning impulsivity. Reference: [Paper] Patton, J. H., Stanford, M. S., & Barratt, E. S. (1995). Factor structure of the Barratt impulsiveness scale. Journal of clinical psychology, 51(6), 768-774.

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Gamified Tasks:

Below are gamified versions of some classic tasks built using the Gorilla Game Builder:

Categorisation Game

A gamified version of the classic Categorisation task. The task requires participants to categorise a target word into two semantic categories. Here we use two categories: Fish and Mammals. This allows for the inclusion of words which often lead to an error - for instance an aquatic mammal such as Dolphin.

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Flanker Game

A gamified version of the classic attention Flanker task. The classic Flanker Task (or Eriksen Flanker Task) is a 'response inhibition' test used to assess participants' ability to suppress responses. Find out more about this task on our Flanker page.

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Iowa Gambling Game

A gamified version of the classic Iowa Gambling Task. In this game, your goal is to win as much money as possible. You'll start with $2000. Each pot selected will give you a reward, but sometimes you'll also have to pay a fee. Try to see how much money you can make!

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Memory Intrusion Game

A gamified version of the classic Memory Intrusion task. Here participants memorise a list of words, then another list is displayed sequentially - with the participant deciding if they are old (memorised) or new words. Foils can include semantically related words which encourage false memory inclusion.

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Prisoner's Dilemma Game

A gamified verion of the classic Prisoner's Dilemma task - a classic experiment in Game Theory. It assesses a person's bias towards cooperating or betraying another for gain. The participant completes multiple instances, with different outcomes given - thus introducing a learning element.

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Wisconsin Card Sorting Game

A gamified version of the classic Wisconsin Card Sorting Task. The task designed to measure the ability to adapt to changing conditions of reinforcement, or ‘set-shifting’. Participants must identify a rule to correctly match a sample card to four options.

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Primacy & Recency Game

A list of words with matching images are presented sequentially. Participants then have to recall as many words as possible by typing in to a text box. This aims to replicate the primacy and recency effects in memory, where items first seen and most recently seen are more likely to be remembered.

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