| Literature DB >> 33517763 |
Christine Resch1,2, Petra Hurks1, Arend de Kloet3,4, Caroline van Heugten1,2,5.
Abstract
OBJECTIVE: In this paper, we provide the rationale behind and a description of BrainLevel, a new cognitive rehabilitation intervention for children with acquired brain injury. RATIONALE: Children with acquired brain injury frequently report cognitive problems and consequently problems in participation, psychosocial functioning, family functioning and quality of life. Computerized repeated practice of specific cognitive tasks (so-called 'brain training') improves performance on those specific or highly similar tasks, but rarely leads to better daily life functioning. Adding strategy use instruction as an intervention component, with the aim to transfer task-specific effects to other contexts, may yield positive effects on cognitive and daily life functioning of children with acquired brain injury. DESCRIPTION OF THE NEW INTERVENTION: In BrainLevel, computerized repeated practice is offered via the online training programme BrainGymmer. For the strategy use instruction, we developed a protocol to provide and practice function-specific and metacognitive strategies. The intervention period is 6 weeks, during which children train five times per week for 30 minutes per day at home with BrainGymmer. Additionally, they attend a weekly 45-minute strategy use instruction session on the basis of our protocol with a cognitive rehabilitation specialist. DISCUSSION: BrainLevel is innovative in combining computerized repeated practice with strategy use instruction as cognitive rehabilitation for children with acquired brain injury. Currently, we are investigating the effectiveness of BrainLevel. In this paper, possible adaptations to tailor BrainLevel to other games or contexts, or to incorporate novel scientific insights, for example regarding optimal intervention duration and intensity, are discussed.Entities:
Keywords: Cognitive rehabilitation; adolescence; metacognition; training; traumatic brain injury
Mesh:
Year: 2021 PMID: 33517763 PMCID: PMC8191149 DOI: 10.1177/0269215521989652
Source DB: PubMed Journal: Clin Rehabil ISSN: 0269-2155 Impact factor: 3.477
Figure 1.Screenshots of the BrainGymmer games. From top to bottom, left to right: Out of Order, Bait, Tracker, ShopShift, Birds of a Feather, Pay Attention, Digit, N-back and Multi Memory. Reproduced with permission from BrainGymmer (www.braingymmer.com).
Detailed description of the selected games.
| Name of the game; target function
| Game objective and rules | Adaptive mechanisms
|
|---|---|---|
| Out of Order; planning | The player has to place the cards in a way that each card shares at least one characteristic with the card(s) next to it. Characteristics are shape, number, colour and fill pattern of the objects on the cards. Cards can be moved one at a time. | – The number of cards to be put in order changes. |
| – The minimal number of steps needed to put the cards in order changes. | ||
| Bait; inhibitory control | The player has to indicate in which direction the fish in the middle is swimming. The player has to do so before the shark eats the fish. | – The number of distractor fish changes. |
| – The time until the shark has arrived changes. | ||
| Tracker; sustained attention | The player sees a couple of rabbits. One or more of them have a carrot. The rabbits hide their carrot and then slowly move crisscross across the field. When they stop walking, the player has to click on the one(s) with the carrot. | – The number of distractors (i.e. rabbits without carrots, butterflies, flowers) changes. |
| – The number of rabbits with a carrot changes. | ||
| ShopShift; cognitive flexibility | A man is doing groceries. The player has to indicate whether the man should buy a certain item or not. The player sees what item is next on the shopping list. This item changes frequently. Moreover, the player has to switch between buying a specific item and buying all items in a certain colour category. | – The walking speeds of the man changes. |
| – The rates of switching of items on the shopping list changes. | ||
| Birds of a Feather; selective attention | The player sees a ‘target’ bird. Next, the players sees a larger group of birds and has to count/guess how many of the target bird are in that group. This is easier if the player selectively attends to the target birds identifying characteristics such as colour, tail or beak. | – The number of birds in the larger group changes. |
| – The target bird and the birds in the larger group become more similar (e.g. requiring the player to pay attention to multiple characteristics of the target bird) or less similar. | ||
| Pay Attention; divided attention | Circles start to appear in a matrix at different rates. The player has to click on the circles ones they have been completed. | – The number of circles appearing on the matrix changes. |
| – The size of the matrix changes. | ||
| Digit; visual–spatial working memory | Tiles with digits appear one by one on a matrix. After a while, the tiles are turned around. The player has to click on the tiles in the correct order, starting with the tile with ‘1’. | – The size of the matrix changes. |
| – Simultaneously, the number of to be remembered tiles changes. | ||
| N-back; updating/visual working memory | Bottles with different patterns are manufactured. One by one, the bottles disappear behind a screen. The player has to indicate whether they bottle currently shown has the same pattern as the bottle behind the screen. | – The number of bottles that need to be remembered changes (i.e. from 1-back to 2-back to 3-back, etc.). |
| Multi Memory; visual–spatial working memory | Tiles have been placed on a matrix. The tiles have different colours and display various shapes of different colours. The player has to remember the location of the tiles. | – The matrix-size changes. |
| – Simultaneously, the number of to be remembered tiles changes. |
Performance on each BrainGymmer game relies on a variety of cognitive functions. Here, we indicate the main cognitive function proposed to be targeted by each game.
A change can refer to either an increase or a decrease.
Outline of three strategy use instruction sessions.
| Session 1 |
|---|
| Discuss personal goal |
| Review the first days of practice with the computer games |
| Discuss the ‘Stop-Think-Do-Check’ method |
| Practice the ‘Stop-Think-Do-Check’ method using the Out of Order game |
| Link the ‘Stop-Think-Do-Check’ strategy to daily life situations/personal goal |
| Conclude the session: shortly summarize what you practiced and discussed |
| Discuss the homework for the upcoming week: computer games, workbook, use of strategies in daily life |
| Session 2 |
| Review the previous session and the homework |
| Practice an inhibitory control strategy using the Bait game |
| Link the inhibitory control strategy to daily life situations/personal goal |
| Practice a sustained attention strategy using the Tracker game |
| Link the sustained attention strategy to daily life situations/personal goal |
| Conclude the session |
| Discuss the homework for the upcoming week |
| Session 3 |
| Review the previous session and the homework |
| Practice a cognitive flexibility strategy using the ShopShift game |
| Link the cognitive flexibility strategy to daily life situations/personal goal |
| Repeat the strategies learned in sessions 1 to 3 and link them to (other) daily life situations |
| Conclude the session |
| Discuss the homework for the upcoming week |
| Session 4 |
| Review the previous session and the homework |
| Practice a selective attention strategy using the Birds of a Feather game |
| Link the selective attention strategy to daily life situations/personal goal |
| Practice a divided attention strategy using the Pay Attention game |
| Link the divided attention strategy to daily life situations/personal goal |
| Conclude the session |
| Discuss the homework for the upcoming week |
| Session 5 |
| Review the previous session and the homework |
| Practice a (visual spatial) working memory strategy using the Digit game |
| Link the (visual spatial) working memory strategy to daily life situations/personal goal |
| Practice an updating/(visual) working memory strategy using the N-back game |
| Link the updating/(visual) working memory strategy to daily life situations/personal goal |
| Conclude the session |
| Discuss the homework for the upcoming week |
| Session 6 |
| Review the previous session and the homework |
| Practice a (visual spatial) working memory strategy using the Multi Memory game |
| Link the (visual spatial) working memory strategy to daily life situations/personal goal |
| Repeat the strategies learned in sessions 1 to 6 and link them to (other) daily life situations |
| Conclude the session and the training |
Example of a function-specific working memory strategy discussed in the context of a BrainGymmer game.
| Element of the strategy instruction session | Example for a working memory strategy |
|---|---|
| 1. Explicitly discussing a computer game and the accompanying cognitive strategy. | When playing the N-back game, important characteristics of bottles have to be remembered and kept in working memory. By repeating these characteristics (when few characteristics needs to be remembered) and/or clustering them (when many bottles have to be remembered), performance on the game can be improved. |
| 2. Linking the strategy to daily life situations and/or the personal goal of the child | Strategies for working memory, as the strategies described in the context of the N-back game above, are needed when a child has to remember multiple items to grab from his or her room, or when a teacher gives an instruction consisting of multiple steps. |
| 3. Discussing how children can practice the strategies at home. | The child is asked to practice the strategy in situations when multiple items, steps or tasks have to be remembered. A visualization and description of the strategy in the context of the computer game is presented. For each daily life situation in which the strategy was practiced, they are asked to complete the following questions: 1) Where was I? 2) What was I doing/What did I want to do? 3) How did I use the strategy? 4) How did it go? |
Figure 2.The ‘Stop-Think-Do-Check’ method as used in BrainLevel.