Learn by Novus · Open practice pack v1
Reaction-time exercises: applied practice: open practice pack: worked explanations
20 untimed questions across 4 authored sections.
This is untimed educational practice for one applied skill. It is not a clinical, diagnostic, employment, or professionally recognized assessment, it does not produce a score or credential, and for the judgement and safety families it is not a substitute for your employer's own policies, training, or legal duties.
Worked explanations
reaction-time-applied-s01-q01
The mapping keys on colour and says nothing about shape, so a red circle and a red square are the same trial. The 'depends on the shape' answer is the trap the item is built around: an irrelevant feature is present and varying, and treating it as informative is the commonest source of choice-reaction errors.
reaction-time-applied-s01-q02
Green is a no-go colour whatever the shape, and withholding is a response in its own right rather than a failure to respond. The practice-association answer is the realistic distractor: incidental pairings from earlier trials genuinely do pull the hand, which is exactly what a no-go trial is testing.
reaction-time-applied-s01-q03
A stop signal exists precisely to countermand the go signal, so the correct trial outcome is no press at all. 'Press, then correct' is the most human of the wrong answers and describes what usually happens rather than what the rule requires. In a real stop-signal task, a press followed by a correction is scored as a failure to inhibit.
reaction-time-applied-s01-q04
Nine go trials in ten make the response prepotent, and inhibition has to overtake an action that is already under way. A miss is the wrong answer here for a simple structural reason: on a no-go trial there is no response to miss, so that error cannot occur.
reaction-time-applied-s01-q05
A learned mapping does not switch off on instruction; it decays over trials, and while it decays it competes. 'Just as simple, so no effect' is the tempting logic and confuses the complexity of the rule with the cost of replacing one that is already automatic.
reaction-time-applied-s02-q01
Choice adds a selection stage between detection and movement, and that stage lengthens systematically with the number of alternatives. The 'attention is higher' answer has a real premise, choice tasks are more engaging, and the selection cost is far larger than any alerting benefit.
reaction-time-applied-s02-q02
Sensory processing, selection, and the physical movement all take tens of milliseconds, which is why a reaction time responds to changes in any of them. The light's travel time is the one component that genuinely rounds to zero, and it is the answer that sounds most physical.
reaction-time-applied-s02-q03
A warning lets the response be prepared in advance, and preparation is only sustainable for a short, predictable interval. The distraction answer is plausible if you think of the warning as an extra stimulus to process, and it is not: it carries no response requirement of its own.
reaction-time-applied-s02-q04
Auditory signals reach the relevant processing stages through a shorter transduction path, and the advantage is small but consistent. Intensity does matter, a brighter or louder signal is responded to faster, but it modulates the difference rather than explaining it away.
reaction-time-applied-s02-q05
A reaction time is defined as the interval between a stimulus and a response caused by it, so a press that precedes the stimulus is not a fast reaction. It is not a reaction. Calling it a measure of expectancy is the most sophisticated wrong answer, and it would require a task designed to measure expectancy rather than one designed to measure latency.
reaction-time-applied-s03-q01
The same person can produce a wide range of speeds simply by shifting how much evidence they wait for, so a latency reported without an error rate is not a measurement of anything stable. 'Independent' is the tempting statistical framing and is precisely what the trade-off denies.
reaction-time-applied-s03-q02
Forty milliseconds is a small gain and sixteen extra errors in a hundred is a large cost, so the exchange is bad unless errors are almost free. 'Equivalent points on the trade-off' is the answer that sounds most rigorous, and it stops one step short: the trade-off says the exchange exists, not that every exchange rate is equally good.
reaction-time-applied-s03-q03
An error does not simply fail to help; it starts something that then has to be detected, stopped, and undone, and the total elapsed time exceeds the slower correct response. The 'time lost cannot be recovered' answer is intuitively forceful and only counts one side of the ledger.
reaction-time-applied-s03-q04
A tired operator's typical response is only slightly slower; what changes dramatically is how often a response is enormously slower or absent altogether. Focusing on the average is the natural way to read the data and hides exactly the trials that matter, because a mean absorbs a handful of very long lapses almost invisibly.
reaction-time-applied-s03-q05
Reaction-time distributions have a long right tail, so the median describes the typical trial while the spread and errors describe the rest of the picture. The fastest trial is the most seductive summary and is the least stable statistic available: it is a single observation, chosen because it is extreme.
reaction-time-applied-s04-q01
Anything measured in a browser includes input polling, event dispatch, and display refresh, and those add tens of milliseconds that belong to the hardware rather than to the person. Saying reaction time is not a real ability is the overcorrection: it is real and measurable, just not by software that does not control the pipeline it is timing.
reaction-time-applied-s04-q02
Holding the equipment constant makes the device latency a shared constant rather than a confound, and many trials are needed because single-trial variability dwarfs any real week-to-week change. 'Same software, any device' is the most reasonable-sounding wrong answer and misses where the latency actually comes from: the hardware and its display, not the code.
reaction-time-applied-s04-q03
The software can draw at any moment, but the screen only updates every sixteen or seventeen milliseconds, so the wait is random within that window on every trial. The 'fixed constant that cancels' answer is the appealing one, and it is wrong on the critical detail: the delay is variable, so it adds noise rather than an offset.
reaction-time-applied-s04-q04
Simple latency is a small part of almost any real performance, which is dominated by knowing what to do and staying engaged for hours. 'Nothing whatsoever' is the tempting overcorrection and goes too far (in a few narrow, genuinely time-critical tasks it matters), so the honest position is narrow relevance rather than none.
reaction-time-applied-s04-q05
Familiarity with the display, the mapping, and the timing produces real gains before performance settles, which is why a single first attempt is close to meaningless. 'Fixed physiology' is the intuitive model behind most casual reaction-time claims, and it is contradicted by the practice curve every learner produces on their own data.