Trial Outcomes & Findings for GroundsKeeper: A Qualitative Study of Applied Game-based Interactives in Special Education Programs (NCT NCT01808066)
NCT ID: NCT01808066
Last Updated: 2019-10-16
Results Overview
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.
COMPLETED
NA
21 participants
3 weeks
2019-10-16
Participant Flow
Participant milestones
| Measure |
Treatment Group
21 participants with ADHD who underwent the intervention for 3 weeks, played for 20 minutes at a time at school.
|
|---|---|
|
Overall Study
STARTED
|
21
|
|
Overall Study
COMPLETED
|
6
|
|
Overall Study
NOT COMPLETED
|
15
|
Reasons for withdrawal
| Measure |
Treatment Group
21 participants with ADHD who underwent the intervention for 3 weeks, played for 20 minutes at a time at school.
|
|---|---|
|
Overall Study
Withdrawal by Subject
|
15
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Baseline Characteristics
GroundsKeeper: A Qualitative Study of Applied Game-based Interactives in Special Education Programs
Baseline characteristics by cohort
| Measure |
Play Groundskeeper
n=21 Participants
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.
Groundskeeper: Groundskeeper is a product developed for helping players develop skills to increase focus and attention. The game is played on small Sifteo Cubes that have sensors that react to you and each other. There are new games that might help children with ADHD and Autism learn to better focus and keep attention on a task.
|
|---|---|
|
Age, Continuous
|
8 years
n=99 Participants
|
|
Age, Categorical
<=18 years
|
21 Participants
n=99 Participants
|
|
Age, Categorical
Between 18 and 65 years
|
0 Participants
n=99 Participants
|
|
Age, Categorical
>=65 years
|
0 Participants
n=99 Participants
|
|
Sex: Female, Male
Female
|
2 Participants
n=99 Participants
|
|
Sex: Female, Male
Male
|
19 Participants
n=99 Participants
|
|
Region of Enrollment
United States
|
21 participants
n=99 Participants
|
PRIMARY outcome
Timeframe: 3 weeksResearchers 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.
Outcome measures
| Measure |
Play Groundskeeper
n=21 Participants
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.
Groundskeeper: Groundskeeper is a product developed for helping players develop skills to increase focus and attention. The game is played on small Sifteo Cubes that have sensors that react to you and each other. There are new games that might help children with ADHD and Autism learn to better focus and keep attention on a task.
|
|---|---|
|
Number of Participants With an Increase/Improvement in Focusing
|
6 participants
|
SECONDARY outcome
Timeframe: Day 1Population: participants in a school who underwent the intervention for 3 weeks
Researchers will conduct interviews with players and collect all notes/journals recorded. Specific questions will be asked about their perception of their attention, interest and motivation to play the game. Example of questions included if they enjoyed playing the game, if they wanted to play the game and if they have trouble focusing during the game. Was it too long? Themes of the answers will be identified by researchers as a qualitative measure of interest.
Outcome measures
| Measure |
Play Groundskeeper
n=21 Participants
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.
Groundskeeper: Groundskeeper is a product developed for helping players develop skills to increase focus and attention. The game is played on small Sifteo Cubes that have sensors that react to you and each other. There are new games that might help children with ADHD and Autism learn to better focus and keep attention on a task.
|
|---|---|
|
Number of Participants Identified as Attentive, Interested and Motivated Via Pre Interview
|
21 Participants
|
OTHER_PRE_SPECIFIED outcome
Timeframe: Day 1Researchers will conduct interviews with teachers and collect all notes/journals recorded. Specific questions will be asked about their perception of their attention, interest and motivation to play the game. Example of questions included if they enjoyed playing the game, if they wanted to play the game and if they have trouble focusing during the game. Was it too long? Themes of the answers will be identified by researchers as a qualitative measure of interest.
Outcome measures
| Measure |
Play Groundskeeper
n=21 Participants
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.
Groundskeeper: Groundskeeper is a product developed for helping players develop skills to increase focus and attention. The game is played on small Sifteo Cubes that have sensors that react to you and each other. There are new games that might help children with ADHD and Autism learn to better focus and keep attention on a task.
|
|---|---|
|
Number of Participants by Teachers Identified as Attentive, Interested and Motivated Via Pre Interview
|
21 Participants
|
OTHER_PRE_SPECIFIED outcome
Timeframe: Day 21After playing game for three weeks, researchers will interview participants about their interest in the game and changes in quality of life (no forms).
Outcome measures
| Measure |
Play Groundskeeper
n=21 Participants
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.
Groundskeeper: Groundskeeper is a product developed for helping players develop skills to increase focus and attention. The game is played on small Sifteo Cubes that have sensors that react to you and each other. There are new games that might help children with ADHD and Autism learn to better focus and keep attention on a task.
|
|---|---|
|
Number of Participants Identified as Interested and Improved Quality of Life in Classroom Via Post Test Interview
|
21 Participants
|
OTHER_PRE_SPECIFIED outcome
Timeframe: Day 21Researchers will ask teachers for qualitative feedback once participants have completed game play about interest in using the game and any improvements to be made. Did they think the game was interactive. Would they use the game again? Do they think the students were able to maintain their interest? Number of Participants identified as attentive, interested and motivated via pre interview
Outcome measures
| Measure |
Play Groundskeeper
n=21 Participants
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.
Groundskeeper: Groundskeeper is a product developed for helping players develop skills to increase focus and attention. The game is played on small Sifteo Cubes that have sensors that react to you and each other. There are new games that might help children with ADHD and Autism learn to better focus and keep attention on a task.
|
|---|---|
|
Number of Participants Identified by Teachers as Attentive, Interested and Motivated Following Testing Via Post Test Interview
|
21 Participants
|
Adverse Events
Treatment Group
Serious adverse events
Adverse event data not reported
Other adverse events
Adverse event data not reported
Additional Information
Results disclosure agreements
- Principal investigator is a sponsor employee
- Publication restrictions are in place