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.

Recruitment status

COMPLETED

Study phase

NA

Target enrollment

21 participants

Primary outcome timeframe

3 weeks

Results posted on

2019-10-16

Participant Flow

Participant milestones

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

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

Baseline Characteristics

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

Baseline characteristics by cohort

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 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.

Outcome measures

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 1

Population: 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

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 1

Researchers 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

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 21

After 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

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 21

Researchers 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

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 events: 0 serious events
Other events: 0 other events
Deaths: 0 deaths

Serious adverse events

Adverse event data not reported

Other adverse events

Adverse event data not reported

Additional Information

Chief Medical Officer

CogCubed

Phone: 612-250-9737

Results disclosure agreements

  • Principal investigator is a sponsor employee
  • Publication restrictions are in place