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

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

Status
Completed
Phases
NA
Study type
Interventional
Source
ClinicalTrials.gov
Registry ID
NCT01808066
Enrollment
21
Registered
2013-03-11
Start date
2013-01-31
Completion date
2013-05-31
Last updated
2019-10-16

For informational purposes only — not medical advice. Sourced from public registries and may not reflect the latest updates. Terms

Conditions

Asperger's Disorder, Attention Deficit Hyperactivity Disorder, Autism Spectrum Disorder, Pervasive Developmental Disorder

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?

Detailed description

Primarily the investigators seek to observe and interview participants over a three-week period of time to assess their ongoing interest and the perceived effects of regular play segments each day (10-20 minutes each). Data will be collected in pre/post interviews, teacher journals, and observation of pre/post play sessions. These new hands-on digitized cubes are motion sensitive blocks that are capable of interactively reacting to each other and motion applied to them. The game GroundKeeper makes use of these cubes to use auditory and visual stimuli to provide distractors during play apart from the goal of the game. The investigators expect that play will encourage attention in players and are interested to see what players and their teachers/parents perceive the effects to be. The investigator's goal is not to measure actual attention rates and times of the students, but the subjective observations of players' engagement with the devices, motivation to play the game, interest initially and over time, and perceived effect of the game on attention. This type study is commonly known as 'play-testing' a software product with the target audience; a process refined as design-based research in academia (Laurel, 2003) and used for assessing the quality of digital designs for learning (Barab & Squire, 2004) and using data to improve them. This study will be a qualitative counter-balance to the quantitative work being done separately by the University of Minnesota (Under Dr. Srivastava), using clinical and computer based diagnostics and data mining respectively on the same product. Digital tools are facilitating both traditional and '21st century skills' via new information and communication technologies for knowledge work, thinking, learning, and leading digital lifestyles (p. 23) (Trilling & Fadel, 2009). Further there is growing evidence these skills, along with traditional literacies are being learned by using digital applications (Gee, 2007; Squire & Barab, 2004; Steinkuehler & Duncan, 2008). Early evidence that digital tools can 'amplify' learning activity shows potential for digital technology to beneficial even if 'played' or used 'in the wild' (Squire & Dikkers, 2012). This study seeks to further explore learning attributes of a digitally mediated learning experience designed for a particular learning goal. Additionally, current diagnostic aids, used in treating attention capacity for Attention Deficit Hyperactivity Disorder (ADHD) and Autism, are currently expensive, time intensive, and provide little information about accessory movements in response to a stimulus. One in ten children, ages 5 to 17, has been diagnosed with ADHD; and the number of kids with autism has increased 78% in the last ten years http://www.cnn.com/2012/03/29/ health/autism/index.html). This study will seek to assess the accessibility and usability of software that seeks to help shape attention strategies through play and 'fun' learning for both ADHD and Autistic children that struggle with attention. If effective this could be a valuable and affordable option for educational institutions to serve these learners. This study seeks to aid CogCubed in improved design for their game that will improve its' ability to engage, motivate, and retain player interest over time.

Interventions

DEVICEGroundskeeper

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.

Sponsors

Ohio University
CollaboratorOTHER
CogCubed, Corp
Lead SponsorINDUSTRY

Study design

Allocation
NA
Intervention model
SINGLE_GROUP
Primary purpose
TREATMENT
Masking
NONE

Eligibility

Sex/Gender
ALL
Age
5 Years to 12 Years
Healthy volunteers
No

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

Design outcomes

Primary

MeasureTime frameDescription
Number of Participants With an Increase/Improvement in Focusing3 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.

Secondary

MeasureTime frameDescription
Number of Participants Identified as Attentive, Interested and Motivated Via Pre InterviewDay 1Researchers 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.

Other

MeasureTime frameDescription
Number of Participants by Teachers Identified as Attentive, Interested and Motivated Via Pre InterviewDay 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.
Number of Participants Identified as Interested and Improved Quality of Life in Classroom Via Post Test InterviewDay 21After playing game for three weeks, researchers will interview participants about their interest in the game and changes in quality of life (no forms).
Number of Participants Identified by Teachers as Attentive, Interested and Motivated Following Testing Via Post Test InterviewDay 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

Countries

United States

Participant flow

Participants by arm

ArmCount
Play Groundskeeper
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.
21
Total21

Withdrawals & dropouts

PeriodReasonFG000
Overall StudyWithdrawal by Subject15

Baseline characteristics

CharacteristicPlay Groundskeeper
Age, Categorical
<=18 years
21 Participants
Age, Categorical
>=65 years
0 Participants
Age, Categorical
Between 18 and 65 years
0 Participants
Age, Continuous8 years
Region of Enrollment
United States
21 participants
Sex: Female, Male
Female
2 Participants
Sex: Female, Male
Male
19 Participants

Adverse events

Event typeEG000
affected / at risk
deaths
Total, all-cause mortality
— / —
other
Total, other adverse events
0 / 21
serious
Total, serious adverse events
0 / 21

Outcome results

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.

Time frame: 3 weeks

ArmMeasureValue (NUMBER)
Play GroundskeeperNumber of Participants With an Increase/Improvement in Focusing6 participants
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.

Time frame: Day 1

Population: participants in a school who underwent the intervention for 3 weeks

ArmMeasureValue (COUNT_OF_PARTICIPANTS)
Play GroundskeeperNumber of Participants Identified as Attentive, Interested and Motivated Via Pre Interview21 Participants
Other Pre-specified

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.

Time frame: Day 1

ArmMeasureValue (COUNT_OF_PARTICIPANTS)
Play GroundskeeperNumber of Participants by Teachers Identified as Attentive, Interested and Motivated Via Pre Interview21 Participants
Other Pre-specified

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).

Time frame: Day 21

ArmMeasureValue (COUNT_OF_PARTICIPANTS)
Play GroundskeeperNumber of Participants Identified as Interested and Improved Quality of Life in Classroom Via Post Test Interview21 Participants
Other Pre-specified

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

Time frame: Day 21

ArmMeasureValue (COUNT_OF_PARTICIPANTS)
Play GroundskeeperNumber of Participants Identified by Teachers as Attentive, Interested and Motivated Following Testing Via Post Test Interview21 Participants

Source: ClinicalTrials.gov · Data processed: Feb 4, 2026