Autism Spectrum Disorder Clinical Trial
Official title:
GroundsKeeper: A Qualitative Study of Applied Game-based Interactives in Special Education Programs
NCT number | NCT01808066 |
Other study ID # | 12X226 |
Secondary ID | 12X226 |
Status | Completed |
Phase | N/A |
First received | |
Last updated | |
Start date | January 2013 |
Est. completion date | May 2013 |
Verified date | October 2019 |
Source | CogCubed, Corp |
Contact | n/a |
Is FDA regulated | No |
Health authority | |
Study type | Interventional |
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?
Status | Completed |
Enrollment | 21 |
Est. completion date | May 2013 |
Est. primary completion date | May 2013 |
Accepts healthy volunteers | No |
Gender | All |
Age group | 5 Years to 12 Years |
Eligibility |
Inclusion Criteria: - Attention Deficit Hyperactivity Disorder - Autism Spectrum Disorder - Pervasive Developmental Disorder - Asperger's Disorder - Cognitive Disabilities Exclusion Criteria: - Subject does not have cognitive disabilities, Attention Deficit Hyperactivity Disorder or Autism Spectrum Disorders |
Country | Name | City | State |
---|---|---|---|
United States | Ohio University | Athens | Ohio |
Lead Sponsor | Collaborator |
---|---|
CogCubed, Corp | Ohio University |
United States,
Barab, S. and K. Squire (2004).
Gee, J. P. (2007). What Video Games have to Teach us about Learning and Literacy. New York, NY: Palgrave Macmillan
Laurel, B., Ed. (2003). Design Research: Methods and Perspectives. Cambridge, MA, The MIT Press.
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.
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.
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
Trilling, Bernie, & Fadel, Charles. (2009). 21 Century Skills: Learning for Life in our Times. San Francisco, CA: Jossey-Bass.
Type | Measure | Description | Time frame | Safety issue |
---|---|---|---|---|
Other | Number of Participants by Teachers Identified as Attentive, Interested and Motivated Via Pre Interview | 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. | Day 1 | |
Other | Number of Participants Identified as Interested and Improved Quality of Life in Classroom Via Post Test Interview | After playing game for three weeks, researchers will interview participants about their interest in the game and changes in quality of life (no forms). | Day 21 | |
Other | Number of Participants Identified by Teachers as Attentive, Interested and Motivated Following Testing Via Post Test Interview | 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 |
Day 21 | |
Primary | 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 | Number of Participants Identified as Attentive, Interested and Motivated Via Pre Interview | 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. | Day 1 |
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