Conectar Jugando Online: Board Games to Improve Executive Function in School-age Children (CJ-Online)
CJ-Online
Conectar Jugando Online: Effectiveness of an Online Modern Board Game-based Cognitive Training to Improve Executive Function in School-age Children by a Randomized Controlled Trial
1 other identifier
interventional
35
1 country
1
Brief Summary
Good development of executive functions at school has been related to a better adaptation of children in different areas of their daily life and, especially, with adequate academic performance. Taking into account the importance of play in childhood, some interventions aimed at training these cognitive processes have been based on the use of playful elements, such as modern board games. Although it is still an unexplored field of research, some studies with older elementary school children and with ADHD children have found significant improvements in executive functions after training that had the board game as a key intervention element. However, we still do not have studies that have explored the possible cognitive benefits of its use throughout the primary stage with the general population. For this reason, the main objective of this study is to test the effectiveness of a cognitive training program based on modern board games in primary education children (6 to 12 years old).
Trial Health
Trial Health Score
Automated assessment based on enrollment pace, timeline, and geographic reach
participants targeted
Target at P25-P50 for not_applicable
Started Dec 2020
Shorter than P25 for not_applicable
1 active site
Health score is calculated from publicly available data and should be used for screening purposes only.
Trial Relationships
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Study Timeline
Key milestones and dates
Study Start
First participant enrolled
December 16, 2020
CompletedFirst Submitted
Initial submission to the registry
March 23, 2021
CompletedFirst Posted
Study publicly available on registry
March 30, 2021
CompletedPrimary Completion
Last participant's last visit for primary outcome
May 27, 2021
CompletedStudy Completion
Last participant's last visit for all outcomes
June 16, 2021
CompletedOctober 11, 2021
October 1, 2021
5 months
March 23, 2021
October 8, 2021
Conditions
Keywords
Outcome Measures
Primary Outcomes (6)
Change in verbal updating from baseline to post intervention
Verbal keep track task (Tamnes et al., 2010)
Baseline and post intervention (after 6 weeks)
Change in visuospatial updating from baseline to post intervention
Visuospatial keep track task (Tamnes et al., 2010)
Baseline and post intervention (after 6 weeks)
Change in inhibition from baseline to post intervention
5 digits test (Sedó, 2004)
Baseline and post intervention (after 6 weeks)
Change in cognitive flexibility from baseline to post intervention
5 digits test (Sedó, 2004)
Baseline and post intervention (after 6 weeks)
Change in reasoning from baseline to post intervention
TONI-4 (Ruíz-Fernández, 2019)
Baseline and post intervention (after 6 weeks)
Change in verbal fluency from baseline to post intervention
Phonological and semantic fluency (letter M and animals, ENFEN, Portellano \& Martínez-Arias, R. Zumárraga, 2009)
Baseline and post intervention (after 6 weeks)
Secondary Outcomes (2)
Change in behavioral executive functions from baseline to post intervention
Baseline and post intervention (after 6 weeks)
Change in emotional and behavioral problems from baseline to post intervention
Baseline and post intervention (after 6 weeks)
Other Outcomes (4)
Time spent on less-structured activities
Baseline
Player satisfaction
During the intervention
Sociodemographic data (age, sex, school year and socioeconomic status)
Baseline
- +1 more other outcomes
Study Arms (2)
Conectar Jugando Online Program
EXPERIMENTALThe program consisted of 12 one-hour intervention sessions. The sessions were biweekly with a total duration of 6 weeks. The modern board and card games used in the program were Bee Alert (Knizia, 2012), Monster Match (Gruhl \& Weir, 2018), Sherlock Express (Kermarrec, 2019), Streams (Itsubaki, 2011) and Blurble (Bernard, 2013). The play sessions were carried out in groups of between 2 and 4 boys and girls of similar ages (same school stage) formed according to the availability of the participants. In the sessions, the physical games were projected on the videoconference tool by the researcher and the participating boys and girls carried out their actions using their voice and the platform tools. The program was gamified though a narrative about a space travel to different planets in discovering new games and get different mission badges and super team badges in their logbook.
Wait-list group
NO INTERVENTIONWait-list
Interventions
Online play sessions with modern board and card games guided by the study researchers
Eligibility Criteria
You may qualify if:
- be enrolled in a public, private or subsidized ordinary educational center
- provide informed consent from both parents and the participant's agreement to participate in the study
You may not qualify if:
- comprehension difficulties due to language reasons
- sensory difficulties that make it impossible to carry out the program activities
- not having the necessary equipment to monitor the sessions online
Contact the study team to confirm eligibility.
Sponsors & Collaborators
- Brain In Game scientific-technical servicelead
- Atención, Familia, Infancia, Mayores (AFIM21)collaborator
- Mercurio Distribucionescollaborator
Study Sites (1)
Faculty of Education, Psychology and Social Work; University of Lleida
Lleida, 25001, Spain
Related Publications (4)
Benzing V, Schmidt M, Jager K, Egger F, Conzelmann A, Roebers CM. A classroom intervention to improve executive functions in late primary school children: Too 'old' for improvements? Br J Educ Psychol. 2019 Jun;89(2):225-238. doi: 10.1111/bjep.12232. Epub 2018 Jun 26.
PMID: 29947142BACKGROUNDDiamond A. Executive functions. Annu Rev Psychol. 2013;64:135-68. doi: 10.1146/annurev-psych-113011-143750. Epub 2012 Sep 27.
PMID: 23020641BACKGROUNDEstrada-Plana V, Esquerda M, Mangues R, March-Llanes J, Moya-Higueras J. A Pilot Study of the Efficacy of a Cognitive Training Based on Board Games in Children with Attention-Deficit/Hyperactivity Disorder: A Randomized Controlled Trial. Games Health J. 2019 Aug;8(4):265-274. doi: 10.1089/g4h.2018.0051. Epub 2019 Jan 17.
PMID: 30653355BACKGROUNDFadhli, M., Brick, B., Setyosari, P., Ulfa, S., & Kuswandi, D. (2020). A Meta-Analysis of Selected Studies on the Effectiveness of Gamification Method for Children. International Journal of Instruction, 13(1), 845-854. https://doi.org/10.29333/iji.2020.13154a
BACKGROUND
Study Design
- Study Type
- interventional
- Phase
- not applicable
- Allocation
- RANDOMIZED
- Masking
- SINGLE
- Who Masked
- OUTCOMES ASSESSOR
- Purpose
- PREVENTION
- Intervention Model
- PARALLEL
- Sponsor Type
- OTHER
- Responsible Party
- SPONSOR
Study Record Dates
First Submitted
March 23, 2021
First Posted
March 30, 2021
Study Start
December 16, 2020
Primary Completion
May 27, 2021
Study Completion
June 16, 2021
Last Updated
October 11, 2021
Record last verified: 2021-10