NCT01808066

Brief Summary

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?

Trial Health

87
On Track

Trial Health Score

Automated assessment based on enrollment pace, timeline, and geographic reach

Enrollment
21

participants targeted

Target at below P25 for not_applicable

Timeline
Completed

Started Jan 2013

Shorter than P25 for not_applicable

Geographic Reach
1 country

1 active site

Status
completed

Health score is calculated from publicly available data and should be used for screening purposes only.

Trial Relationships

Click on a node to explore related trials.

Study Timeline

Key milestones and dates

Study Start

First participant enrolled

January 1, 2013

Completed
2 months until next milestone

First Submitted

Initial submission to the registry

March 6, 2013

Completed
5 days until next milestone

First Posted

Study publicly available on registry

March 11, 2013

Completed
2 months until next milestone

Primary Completion

Last participant's last visit for primary outcome

May 1, 2013

Completed
Same day until next milestone

Study Completion

Last participant's last visit for all outcomes

May 1, 2013

Completed
1.4 years until next milestone

Results Posted

Study results publicly available

September 9, 2014

Completed
Last Updated

October 16, 2019

Status Verified

October 1, 2019

Enrollment Period

4 months

First QC Date

March 6, 2013

Results QC Date

July 23, 2014

Last Update Submit

October 14, 2019

Conditions

Outcome Measures

Primary Outcomes (1)

  • Number of Participants With an Increase/Improvement in Focusing

    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.

    3 weeks

Secondary Outcomes (1)

  • Number of Participants Identified as Attentive, Interested and Motivated Via Pre Interview

    Day 1

Other Outcomes (3)

  • Number of Participants by Teachers Identified as Attentive, Interested and Motivated Via Pre Interview

    Day 1

  • Number of Participants Identified as Interested and Improved Quality of Life in Classroom Via Post Test Interview

    Day 21

  • Number of Participants Identified by Teachers as Attentive, Interested and Motivated Following Testing Via Post Test Interview

    Day 21

Study Arms (1)

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.

Device: Groundskeeper

Interventions

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.

Also known as: Executive Function Training Game
Play Groundskeeper

Eligibility Criteria

Age5 Years - 12 Years
Sexall
Healthy VolunteersNo
Age GroupsChild (0-17)

You may qualify if:

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

You may not qualify if:

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

Contact the study team to confirm eligibility.

Sponsors & Collaborators

Study Sites (1)

Ohio University

Athens, Ohio, 45701, United States

Location

Related Publications (7)

  • Trilling, Bernie, & Fadel, Charles. (2009). 21 Century Skills: Learning for Life in our Times. San Francisco, CA: Jossey-Bass.

    BACKGROUND
  • Steinkuehler, C., & Duncan, S. (2008). Scientific Habits of Mind in Virtual Worlds. Journal of Science Education and Technology, 17(6), 530-543. doi: Doi 10.1007/S10956-008-9120-8

    BACKGROUND
  • Squire, K., & Dikkers, S. (2012). Amplifications of learning: Use of mobile media devices among youth. Convergence: The International Journal of Research into New Media Technologies, OnlineFirst. http://con.sagepub.com/content/early/2012/02/15/1354856511429646 doi:10.1177/1354856511429646.

    BACKGROUND
  • Squire, K., & Barab, S. (2004). Replaying history: Engaging urban undeserved students in learning world history. Paper presented at the 6th international conference on Learning sciences, Los Angeles, CA.

    BACKGROUND
  • Gee, J. P. (2007). What Video Games have to Teach us about Learning and Literacy. New York, NY: Palgrave Macmillan

    BACKGROUND
  • Barab, S. and K. Squire (2004).

    BACKGROUND
  • Laurel, B., Ed. (2003). Design Research: Methods and Perspectives. Cambridge, MA, The MIT Press.

    BACKGROUND

MeSH Terms

Conditions

Attention Deficit Disorder with HyperactivityAutism Spectrum DisorderChild Development Disorders, PervasiveAsperger Syndrome

Condition Hierarchy (Ancestors)

Attention Deficit and Disruptive Behavior DisordersNeurodevelopmental DisordersMental Disorders

Limitations and Caveats

Technical difficulties resulting from firewall at school affected set up time, difficulty with log in instructions and the cubes sliding on desktops.

Results Point of Contact

Title
Chief Medical Officer
Organization
CogCubed

Study Officials

  • Seann Dikkers, PhD

    Ohio University

    PRINCIPAL INVESTIGATOR

Publication Agreements

PI is Sponsor Employee
No
Restrictive Agreement
No

Study Design

Study Type
interventional
Phase
not applicable
Allocation
NA
Masking
NONE
Purpose
TREATMENT
Intervention Model
SINGLE GROUP
Sponsor Type
INDUSTRY
Responsible Party
SPONSOR

Study Record Dates

First Submitted

March 6, 2013

First Posted

March 11, 2013

Study Start

January 1, 2013

Primary Completion

May 1, 2013

Study Completion

May 1, 2013

Last Updated

October 16, 2019

Results First Posted

September 9, 2014

Record last verified: 2019-10

Locations