| Literature DB >> 31154989 |
Supriya Bhavnani1, Debarati Mukherjee1, Jayashree Dasgupta1,2, Deepali Verma2, Dhanya Parameshwaran3, Gauri Divan2, Kamal Kant Sharma2, Tara Thiagarajan3, Vikram Patel4.
Abstract
Background: Assessment of cognitive development is essential to identify children with faltering developmental attainment and monitor the impact of interventions. A key barrier to achieving these goals is the lack of standardized, scalable tools to assess cognitive abilities. Objective: This study aimed to develop a tablet-based gamified assessment of cognitive abilities of 3-year-old children which can be administered by non-specialist field workers.Entities:
Keywords: LMIC; Serious game; cognition; early childhood development; mobile health; neurodevelopment
Mesh:
Year: 2019 PMID: 31154989 PMCID: PMC6338262 DOI: 10.1080/16549716.2018.1548005
Source DB: PubMed Journal: Glob Health Action ISSN: 1654-9880 Impact factor: 2.640
Demographic and prior smartphone exposure details of participants in the three sets of household visits that were conducted in this study.
| Demographic details | Formative visit 1 | Formative visit 2 | Pre-pilot visit |
|---|---|---|---|
| % or Mean (SD) | |||
| Mean age, months | 37.4 (1.6) | 37.1 (2.3) | 37.2 (1.0) |
| Gender, male | 50% | 40% | 50% |
| Mean height, cm | 88.8 (4.8) | 91.4 (3.3) | 90.2 (3.9) |
| Stunted (HAZ< – 2SD) | 50% | 11% | 31.3% |
| Mean weight, kg | 11.9 (1.7) | 11.5 (1.1) | 11.8 (1.4) |
| Underweight | 44% | 22% | 29% |
| Mean head circumference, cm | – | 48.7 (1.3) | 47.6 (1.9) |
| Exposure to schooling | |||
| Attending private preschool | 50% | 30% | 11% |
| Attending Anganwadi Centre | 70% | 10% | 12% |
| Prior smartphone exposure | |||
| Previously used smartphones | 40% | 80% | 86% |
| Frequent user (within last 24 hrs) | – | 62.5% | 62% |
| Reasons for using smartphone | |||
| Listening to music | – | 70% | 57% |
| Watching videos | – | 20% | 29% |
| Playing games | – | 70% | 59% |
| Seeing photos | – | 20% | 23% |
| Browsing internet | – | 0% | 2% |
Summary of the iterative process of game development.
| Phase | Approach | Games | Learnings | Impact on game development |
|---|---|---|---|---|
| Phase 1 – Game conceptualization | Expert consultation and rapid review of cognitive and gaming literature | N/A | Identified memory, reasoning, response inhibition, divided attention, visual form perception and visual integration as domains of cognition integral to learning Numerous games testing individual cognitive domains are available off-the-shelf and have a wide range of front-end graphics, music and user interfaces | Identified off-the-shelf games that primarily assess each of these domains. Multiple games testing the same cognitive domain were identified to enable characterization of front end features that are attractive/distracting to children |
| Phase 2 – Formative visits | Household visits stage 1 (N = 10) | Off-the-shelf games targeting the domains identified during conceptualization | Children were easily engaged by tablet-based games for 20–30 minutes Tapping on tablets came naturally, drag-and-drop is a tougher gesture Identified elements of game interface that were conducive or distracting for gameplay Identified the importance of use of narrative, music and positive reinforcement | Designed game to be 20–30 minutes long Administered tapping games first followed by drag-and-drop games Used elements of game design that were conducive for game play Integrated an upbeat musical soundtrack and confetti/applause as positive feedback; brainstormed potential narratives that would engage children |
| Household visits stage 2 | Alpha versions of game being developed in this study | Some games showed saturation of child performance while others were too difficult Children enjoyed the preliminary narrative tested | Number and order of difficulty levels in each game and their timers determined Independent games integrated into a first-person narrative | |
| Phase 3 – Pilot study | Household visits | Beta version of game being developed in this study | Number of children playing game levels decreases as difficulty increases Accuracy decreases as difficulty increases Completion time increases as difficulty increases | DEvelopmental Assessment on an E-Platform (DEEP) ready for validation against a gold standard measure of development |
Figure 1.Cognitive domains tested by each game.
The games used in the assessment.
| Game name (abbreviation) and description | Snapshot | Primary domain tested | Instruction for play | Start rules | Difficulty levels | Backend data metrics |
|---|---|---|---|---|---|---|
| Single Tap (ST) | Manual processing speed | Pop this balloon as fast as you can | Child pops the balloon 5 times | NA | Correct and incorrect taps with time stamps | |
| Alternate Tap (AT) | Manual processing speed and coordination | Pop these balloons alternately as fast as you can | Child pops the balloons alternately 3 times | NA | Correct, incorrect and background taps with time stamps | |
| Popping Bubbles (PB) | Manual processing speed and coordination | Pop as many balloons as you can | Child pops 5 balloons | Increased speed of spawning balloons (2) | Correct and background taps with time stamps | |
| Grow Your Garden (GYG) | Response inhibition | Touch the bucket, do not tough the bug | Child touches 3 buckets and avoids 2 bugs | Stimuli presentation changed from distinct to overlapping and time reduced from 3–1 second (4) | Correct, incorrect and background taps with time stamps | |
| Hidden Objects (HO) | Divided attention | Touch the hiding place of the characters | Child taps correct locations and no incorrect ones | Increased number of characters with ratio of potential hiding places fixed at 1:2 (5) | Correct, incorrect and background taps with time stamps | |
| Odd One Out (OOO) | Reasoning | Touch the object which is different from the other 3 | Child taps correct object and no incorrect one | Objects differed on either colour, size, shape or category (4) | Correct, incorrect and background taps with time stamps | |
| Matching Shapes (MS) | Visual form perception | Drag the objects to their matching shadows | Child is able to match 2 objects to their shadow | Increased similarity between objects presented together (5) | Correct and incorrect drags with time stamps | |
| Jigsaw (JIG) | Visual integration | Drag the parts of the animal to its shadow to make a whole | Child is able to complete a 2-piece jigsaw | Increased number of pieces of jigsaw and similarity between them (6) | Correct and incorrect drags with time stamps | |
| Location recall (LR) | Memory | Touch the hiding place of the moon | Child taps correct location and no incorrect one | Increased number of possible hiding places (8) | Correct, incorrect and background taps with time stamps |
Figure 2.Performance of children on beta version the games during pilot study (n = 100); L1-L6 represent increasing difficulty levels within each game. (a) Number of children reaching game levels for all games. LR is not represented since it was integrated within the narrative and thus all children played all levels; (b) Mean accuracy as percentage correct taps/drags across game levels (error bars are standard error means); (c) Mean completion time for HO, OOO, MS and JIG (error bars are standard error means). Data for ST, AT, PB and GYG is not represented (see results for reasons). (d) Histograms of accuracy and completion time in LR.
Qualitative interview results.
| Category | Theme | Quote |
|---|---|---|
| Before the visit | Understanding of assessment during consenting | |
| Family’s anticipation of visit | ||
| During the visit | Children’s interest in DEEP | |
| Reasons for lack of instant engagement |