Developing a Task Switching Training Game for Children With a Rare Genetic Syndrome Linked to Intellectual Disability
Background. The ability to rapidly switch between tasks is important in a variety of contexts. Training in task switching may be particularly valuable for children with intellectual disability (ID), specifically ID linked to genetic syndromes such as Prader-Willi syndrome (PWS). We have developed a...
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Veröffentlicht in: | Simulation & gaming 2019-04, Vol.50 (2), p.160-179 |
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creator | Robb, Nigel Waller, Annalu Woodcock, Kate A. |
description | Background. The ability to rapidly switch between tasks is important in a variety of contexts. Training in task switching may be particularly valuable for children with intellectual disability (ID), specifically ID linked to genetic syndromes such as Prader-Willi syndrome (PWS). We have developed a cognitive training game for children with PWS and performed a pilot evaluation of the programme to inform future game development. Here, we describe and critically reflect on the development and pilot evaluation process.
Methods. Several novel aspects of our approach are highlighted in this paper, including the involvement (in various roles) of children with a rare genetic syndrome (PWS) in the development and evaluation of the software (participatory design) and the development of a matched control, or placebo version of the game for use in the pilot evaluation.
Results. Children with PWS were capable of contributing to the design and development of a cognitive training game in various roles. In the subsequent pilot evaluation, playing the active version of the game was associated with greater improvement in task switching performance than playing the matched control (placebo) version of the game. However, attrition was an issue during both the design phase and the pilot evaluation.
Conclusions. The lessons learned from our work have relevance in a wide range of contexts, such as the development of future cognitive training games; the evaluation of serious games in general; and the involvement of end-users with cognitive disabilities and/or rare syndromes in the design and development of software. |
doi_str_mv | 10.1177/1046878119834319 |
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Methods. Several novel aspects of our approach are highlighted in this paper, including the involvement (in various roles) of children with a rare genetic syndrome (PWS) in the development and evaluation of the software (participatory design) and the development of a matched control, or placebo version of the game for use in the pilot evaluation.
Results. Children with PWS were capable of contributing to the design and development of a cognitive training game in various roles. In the subsequent pilot evaluation, playing the active version of the game was associated with greater improvement in task switching performance than playing the matched control (placebo) version of the game. However, attrition was an issue during both the design phase and the pilot evaluation.
Conclusions. The lessons learned from our work have relevance in a wide range of contexts, such as the development of future cognitive training games; the evaluation of serious games in general; and the involvement of end-users with cognitive disabilities and/or rare syndromes in the design and development of software.</description><identifier>ISSN: 1046-8781</identifier><identifier>EISSN: 1552-826X</identifier><identifier>DOI: 10.1177/1046878119834319</identifier><language>eng</language><publisher>Los Angeles, CA: SAGE Publications</publisher><subject>Attrition ; Children with disabilities ; Cognitive development ; Cognitive skills training ; Cognitive tasks ; Computer & video games ; Design analysis ; Educational Games ; Games ; Genetic disorders ; Intellectual disabilities ; Intellectual Disability ; Patient participation ; Prader-Willi syndrome ; Software ; Switching</subject><ispartof>Simulation & gaming, 2019-04, Vol.50 (2), p.160-179</ispartof><rights>The Author(s) 2019</rights><lds50>peer_reviewed</lds50><oa>free_for_read</oa><woscitedreferencessubscribed>false</woscitedreferencessubscribed><citedby>FETCH-LOGICAL-c351t-f4b7f470d680e2c9fc00bb577cc9125aaef624e2e1d180f5331c27e25dcb3b883</citedby><cites>FETCH-LOGICAL-c351t-f4b7f470d680e2c9fc00bb577cc9125aaef624e2e1d180f5331c27e25dcb3b883</cites></display><links><openurl>$$Topenurl_article</openurl><openurlfulltext>$$Topenurlfull_article</openurlfulltext><thumbnail>$$Tsyndetics_thumb_exl</thumbnail><linktopdf>$$Uhttps://journals.sagepub.com/doi/pdf/10.1177/1046878119834319$$EPDF$$P50$$Gsage$$H</linktopdf><linktohtml>$$Uhttps://journals.sagepub.com/doi/10.1177/1046878119834319$$EHTML$$P50$$Gsage$$H</linktohtml><link.rule.ids>315,781,785,21824,27929,27930,43626,43627</link.rule.ids></links><search><creatorcontrib>Robb, Nigel</creatorcontrib><creatorcontrib>Waller, Annalu</creatorcontrib><creatorcontrib>Woodcock, Kate A.</creatorcontrib><title>Developing a Task Switching Training Game for Children With a Rare Genetic Syndrome Linked to Intellectual Disability</title><title>Simulation & gaming</title><description>Background. The ability to rapidly switch between tasks is important in a variety of contexts. Training in task switching may be particularly valuable for children with intellectual disability (ID), specifically ID linked to genetic syndromes such as Prader-Willi syndrome (PWS). We have developed a cognitive training game for children with PWS and performed a pilot evaluation of the programme to inform future game development. Here, we describe and critically reflect on the development and pilot evaluation process.
Methods. Several novel aspects of our approach are highlighted in this paper, including the involvement (in various roles) of children with a rare genetic syndrome (PWS) in the development and evaluation of the software (participatory design) and the development of a matched control, or placebo version of the game for use in the pilot evaluation.
Results. Children with PWS were capable of contributing to the design and development of a cognitive training game in various roles. In the subsequent pilot evaluation, playing the active version of the game was associated with greater improvement in task switching performance than playing the matched control (placebo) version of the game. However, attrition was an issue during both the design phase and the pilot evaluation.
Conclusions. The lessons learned from our work have relevance in a wide range of contexts, such as the development of future cognitive training games; the evaluation of serious games in general; and the involvement of end-users with cognitive disabilities and/or rare syndromes in the design and development of software.</description><subject>Attrition</subject><subject>Children with disabilities</subject><subject>Cognitive development</subject><subject>Cognitive skills training</subject><subject>Cognitive tasks</subject><subject>Computer & video games</subject><subject>Design analysis</subject><subject>Educational Games</subject><subject>Games</subject><subject>Genetic disorders</subject><subject>Intellectual disabilities</subject><subject>Intellectual Disability</subject><subject>Patient participation</subject><subject>Prader-Willi syndrome</subject><subject>Software</subject><subject>Switching</subject><issn>1046-8781</issn><issn>1552-826X</issn><fulltext>true</fulltext><rsrctype>article</rsrctype><creationdate>2019</creationdate><recordtype>article</recordtype><recordid>eNp1kN1LwzAUxYMoOKfvPgZ8ruajbdJH2XQOBoKb6FtJ05stW5fOJFX239sxQRB8uod7fudcuAhdU3JLqRB3lKS5FJLSQvKU0-IEDWiWsUSy_P20172dHPxzdBHCmhDK8iIdoG4Mn9C0O-uWWOGFChs8_7JRrw6LhVfWHcREbQGb1uPRyja1B4ffbFz1gRflAU_AQbQaz_eu9m1PzqzbQI1ji6cuQtOAjp1q8NgGVdnGxv0lOjOqCXD1M4fo9fFhMXpKZs-T6eh-lmie0ZiYtBImFaTOJQGmC6MJqapMCK0LyjKlwOQsBQa0ppKYjHOqmQCW1brilZR8iG6OvTvffnQQYrluO-_6kyVjrCg4I4T0FDlS2rcheDDlztut8vuSkvLw3PLvc_tIcowEtYTf0n_5b9udeb8</recordid><startdate>201904</startdate><enddate>201904</enddate><creator>Robb, Nigel</creator><creator>Waller, Annalu</creator><creator>Woodcock, Kate A.</creator><general>SAGE Publications</general><general>SAGE PUBLICATIONS, INC</general><scope>AAYXX</scope><scope>CITATION</scope><scope>7SC</scope><scope>7TA</scope><scope>8BJ</scope><scope>8FD</scope><scope>FQK</scope><scope>JBE</scope><scope>JG9</scope><scope>JQ2</scope><scope>L7M</scope><scope>L~C</scope><scope>L~D</scope></search><sort><creationdate>201904</creationdate><title>Developing a Task Switching Training Game for Children With a Rare Genetic Syndrome Linked to Intellectual Disability</title><author>Robb, Nigel ; Waller, Annalu ; Woodcock, Kate A.</author></sort><facets><frbrtype>5</frbrtype><frbrgroupid>cdi_FETCH-LOGICAL-c351t-f4b7f470d680e2c9fc00bb577cc9125aaef624e2e1d180f5331c27e25dcb3b883</frbrgroupid><rsrctype>articles</rsrctype><prefilter>articles</prefilter><language>eng</language><creationdate>2019</creationdate><topic>Attrition</topic><topic>Children with disabilities</topic><topic>Cognitive development</topic><topic>Cognitive skills training</topic><topic>Cognitive tasks</topic><topic>Computer & video games</topic><topic>Design analysis</topic><topic>Educational Games</topic><topic>Games</topic><topic>Genetic disorders</topic><topic>Intellectual disabilities</topic><topic>Intellectual Disability</topic><topic>Patient participation</topic><topic>Prader-Willi syndrome</topic><topic>Software</topic><topic>Switching</topic><toplevel>peer_reviewed</toplevel><toplevel>online_resources</toplevel><creatorcontrib>Robb, Nigel</creatorcontrib><creatorcontrib>Waller, Annalu</creatorcontrib><creatorcontrib>Woodcock, Kate A.</creatorcontrib><collection>CrossRef</collection><collection>Computer and Information Systems Abstracts</collection><collection>Materials Business File</collection><collection>International Bibliography of the Social Sciences (IBSS)</collection><collection>Technology Research Database</collection><collection>International Bibliography of the Social Sciences</collection><collection>International Bibliography of the Social Sciences</collection><collection>Materials Research Database</collection><collection>ProQuest Computer Science Collection</collection><collection>Advanced Technologies Database with Aerospace</collection><collection>Computer and Information Systems Abstracts Academic</collection><collection>Computer and Information Systems Abstracts Professional</collection><jtitle>Simulation & gaming</jtitle></facets><delivery><delcategory>Remote Search Resource</delcategory><fulltext>fulltext</fulltext></delivery><addata><au>Robb, Nigel</au><au>Waller, Annalu</au><au>Woodcock, Kate A.</au><format>journal</format><genre>article</genre><ristype>JOUR</ristype><atitle>Developing a Task Switching Training Game for Children With a Rare Genetic Syndrome Linked to Intellectual Disability</atitle><jtitle>Simulation & gaming</jtitle><date>2019-04</date><risdate>2019</risdate><volume>50</volume><issue>2</issue><spage>160</spage><epage>179</epage><pages>160-179</pages><issn>1046-8781</issn><eissn>1552-826X</eissn><abstract>Background. The ability to rapidly switch between tasks is important in a variety of contexts. Training in task switching may be particularly valuable for children with intellectual disability (ID), specifically ID linked to genetic syndromes such as Prader-Willi syndrome (PWS). We have developed a cognitive training game for children with PWS and performed a pilot evaluation of the programme to inform future game development. Here, we describe and critically reflect on the development and pilot evaluation process.
Methods. Several novel aspects of our approach are highlighted in this paper, including the involvement (in various roles) of children with a rare genetic syndrome (PWS) in the development and evaluation of the software (participatory design) and the development of a matched control, or placebo version of the game for use in the pilot evaluation.
Results. Children with PWS were capable of contributing to the design and development of a cognitive training game in various roles. In the subsequent pilot evaluation, playing the active version of the game was associated with greater improvement in task switching performance than playing the matched control (placebo) version of the game. However, attrition was an issue during both the design phase and the pilot evaluation.
Conclusions. The lessons learned from our work have relevance in a wide range of contexts, such as the development of future cognitive training games; the evaluation of serious games in general; and the involvement of end-users with cognitive disabilities and/or rare syndromes in the design and development of software.</abstract><cop>Los Angeles, CA</cop><pub>SAGE Publications</pub><doi>10.1177/1046878119834319</doi><tpages>20</tpages><oa>free_for_read</oa></addata></record> |
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subjects | Attrition Children with disabilities Cognitive development Cognitive skills training Cognitive tasks Computer & video games Design analysis Educational Games Games Genetic disorders Intellectual disabilities Intellectual Disability Patient participation Prader-Willi syndrome Software Switching |
title | Developing a Task Switching Training Game for Children With a Rare Genetic Syndrome Linked to Intellectual Disability |
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