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

Results pending

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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Recruitment Status

COMPLETED

Clinical Phase

NA

Total Enrollment

35 participants

Study Classification

INTERVENTIONAL

Study Start Date

2020-12-16

Study Completion Date

2021-06-16

Brief Summary

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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).

Detailed Description

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As hypotheses, it is established that: i) the experimental group will present a significantly greater improvement in the neuropsychological tasks that measure executive functions and associated cognitive processes compared to the passive control group after the intervention; ii) the experimental group will present a significantly greater improvement in the tests evaluated by their parents after the intervention compared to the passive control group. All hypotheses will be controlled for age, estimate of IQ and socioeconomic status, as well as previous experience in board games and other cognitive activities.

Conditions

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Cognitive Change Child Development

Study Design

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Allocation Method

RANDOMIZED

Intervention Model

PARALLEL

Interventional (Clinical trial)
Primary Study Purpose

PREVENTION

Blinding Strategy

SINGLE

Outcome Assessors

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.

Group Type EXPERIMENTAL

Conectar Jugando Online Program

Intervention Type BEHAVIORAL

Online play sessions with modern board and card games guided by the study researchers

Wait-list group

Wait-list

Group Type NO_INTERVENTION

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

Intervention Type BEHAVIORAL

Other Intervention Names

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Modern board and card games

Eligibility Criteria

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Inclusion Criteria

* 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

Exclusion Criteria

* 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
Minimum Eligible Age

6 Years

Maximum Eligible Age

12 Years

Eligible Sex

ALL

Accepts Healthy Volunteers

Yes

Sponsors

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Atención, Familia, Infancia, Mayores (AFIM21)

UNKNOWN

Sponsor Role collaborator

Mercurio Distribuciones

UNKNOWN

Sponsor Role collaborator

Brain In Game scientific-technical service

OTHER

Sponsor Role lead

Responsible Party

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Responsibility Role SPONSOR

Locations

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Faculty of Education, Psychology and Social Work; University of Lleida

Lleida, , Spain

Site Status

Countries

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Spain

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.

Reference Type BACKGROUND
PMID: 29947142 (View on PubMed)

Diamond A. Executive functions. Annu Rev Psychol. 2013;64:135-68. doi: 10.1146/annurev-psych-113011-143750. Epub 2012 Sep 27.

Reference Type BACKGROUND
PMID: 23020641 (View on PubMed)

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.

Reference Type BACKGROUND
PMID: 30653355 (View on PubMed)

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

Reference Type BACKGROUND

Other Identifiers

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NCT2021CJ

Identifier Type: -

Identifier Source: org_study_id

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