Conectar Jugando Online: Board Games to Improve Executive Function in School-age Children (CJ-Online)
NCT ID: NCT04823338
Last Updated: 2021-10-11
Study Results
The study team has not published outcome measurements, participant flow, or safety data for this trial yet. Check back later for updates.
Basic Information
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COMPLETED
NA
35 participants
INTERVENTIONAL
2020-12-16
2021-06-16
Brief Summary
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Detailed Description
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Conditions
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Study Design
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RANDOMIZED
PARALLEL
PREVENTION
SINGLE
Study Groups
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Conectar Jugando Online Program
The 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.
Conectar Jugando Online Program
Online play sessions with modern board and card games guided by the study researchers
Wait-list group
Wait-list
No interventions assigned to this group
Interventions
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Conectar Jugando Online Program
Online play sessions with modern board and card games guided by the study researchers
Other Intervention Names
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Eligibility Criteria
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Inclusion Criteria
* provide informed consent from both parents and the participant's agreement to participate in the study
Exclusion Criteria
* sensory difficulties that make it impossible to carry out the program activities
* not having the necessary equipment to monitor the sessions online
6 Years
12 Years
ALL
Yes
Sponsors
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Atención, Familia, Infancia, Mayores (AFIM21)
UNKNOWN
Mercurio Distribuciones
UNKNOWN
Brain In Game scientific-technical service
OTHER
Responsible Party
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Locations
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Faculty of Education, Psychology and Social Work; University of Lleida
Lleida, , Spain
Countries
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References
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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.
Diamond A. Executive functions. Annu Rev Psychol. 2013;64:135-68. doi: 10.1146/annurev-psych-113011-143750. Epub 2012 Sep 27.
Estrada-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.
Fadhli, 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
Other Identifiers
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NCT2021CJ
Identifier Type: -
Identifier Source: org_study_id
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