跳至主要内容
临床试验/NCT01808066
NCT01808066已完成不适用

GroundsKeeper: A Qualitative Study of Applied Game-based Interactives in Special Education Programs

CogCubed, Corp1 个研究点 分布在 1 个国家目标入组 21 人开始时间: 2013年1月1日最近更新:
适应症
干预措施

试验速览

阶段
不适用
状态
已完成
发起方
入组人数
21
试验地点
1
主要终点
Number of Participants With an Increase/Improvement in Focusing

研究概览

简要总结

The purpose of this study is to examine the use of, and reaction to, one particular software application(GroundsKeeper) delivered on unique platform - Sifteo cubes (www.sifteo.com). The hypothesis is that the use of these devices will increase engagement, motivation, interest, and have perceived benefits to users with unique attention-limiting cognitive disabilities. How does the observation of and user feedback from gameplay reveal areas of improvement for the game, strengths, and perceptions of value among the players and adults?

详细描述

Primarily the investigators seek to observe and interview participants over a three-week period of time to assess their ongoing interest and the perceived effects of regular play segments each day (10-20 minutes each). Data will be collected in pre/post interviews, teacher journals, and observation of pre/post play sessions.

These new hands-on digitized cubes are motion sensitive blocks that are capable of interactively reacting to each other and motion applied to them. The game GroundKeeper makes use of these cubes to use auditory and visual stimuli to provide distractors during play apart from the goal of the game. The investigators expect that play will encourage attention in players and are interested to see what players and their teachers/parents perceive the effects to be.

The investigator's goal is not to measure actual attention rates and times of the students, but the subjective observations of players' engagement with the devices, motivation to play the game, interest initially and over time, and perceived effect of the game on attention. This type study is commonly known as 'play-testing' a software product with the target audience; a process refined as "design-based research" in academia (Laurel, 2003) and used for assessing the quality of digital designs for learning (Barab & Squire, 2004) and using data to improve them. This study will be a qualitative counter-balance to the quantitative work being done separately by the University of Minnesota (Under Dr. Srivastava), using clinical and computer based diagnostics and data mining respectively on the same product.

Digital tools are facilitating both traditional and '21st century skills' via new information and communication technologies for knowledge work, thinking, learning, and leading digital lifestyles (p. 23) (Trilling & Fadel, 2009). Further there is growing evidence these skills, along with traditional literacies are being learned by using digital applications (Gee, 2007; Squire & Barab, 2004; Steinkuehler & Duncan, 2008). Early evidence that digital tools can 'amplify' learning activity shows potential for digital technology to beneficial even if 'played' or used 'in the wild' (Squire & Dikkers, 2012). This study seeks to further explore learning attributes of a digitally mediated learning experience designed for a particular learning goal.

Additionally, current diagnostic aids, used in treating attention capacity for Attention Deficit Hyperactivity Disorder (ADHD) and Autism, are currently expensive, time intensive, and provide little information about accessory movements in response to a stimulus. One in ten children, ages 5 to 17, has been diagnosed with ADHD; and the number of kids with autism has increased 78% in the last ten years http://www.cnn.com/2012/03/29/ health/autism/index.html). This study will seek to assess the accessibility and usability of software that seeks to help shape attention strategies through play and 'fun' learning for both ADHD and Autistic children that struggle with attention. If effective this could be a valuable and affordable option for educational institutions to serve these learners.

研究设计

研究类型
Interventional
分配方式
Na
干预模型
Single Group
主要目的
Treatment
盲法
None

入排标准

年龄范围
5 Years 至 12 Years(Child)
性别
All
接受健康志愿者
否

入选标准

  • •Attention Deficit Hyperactivity Disorder
  • •Autism Spectrum Disorder
  • •Pervasive Developmental Disorder
  • •Asperger's Disorder
  • •Cognitive Disabilities

排除标准

  • •Subject does not have cognitive disabilities, Attention Deficit Hyperactivity Disorder or Autism Spectrum Disorders

研究组 & 干预措施

Play Groundskeeper

Experimental

This study will employ design-based research models (Laurel, 2003) to the executive-functioning training game GroundsKeeper by CogCubed; we will assess the quality of digital designs for learning (Barab & Squire, 2004) using established qualitative data collection to analyze game play and player reaction over a three week period of time. We will assess the participants for their ability to stay engaged in play by observing their engagement in the game, time played, frequency of play, and the ability to complete a session over the course of three weeks while in school.

干预措施: Groundskeeper (Device)

结局指标

主要结局

Number of Participants With an Increase/Improvement in Focusing

时间窗: 3 weeks

Researchers will observe and record data during the first play session. Over the three weeks, teachers/support staff will be asked to observe players each day and record their observations as needed in a journal. These observations will measure their improvement in their ability to focus by assessing their engagement, time played, frequency of play, ability to complete a session and ability to start and finish a session. At the end of three weeks, researchers will attend the final play session and record observations in writing.

次要结局

  • Number of Participants Identified as Attentive, Interested and Motivated Via Pre Interview(Day 1)

研究者

发起方
CogCubed, Corp
申办方类型
Industry
责任方
Sponsor

研究点 (1)

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