Bhavnani Supriya, Mukherjee Debarati, Dasgupta Jayashree, Verma Deepali, Parameshwaran Dhanya, Divan Gauri, Sharma Kamal Kant, Thiagarajan Tara, Patel Vikram
a Centre for Chronic Conditions and Injuries , Public Health Foundation of India , Gurugram , India.
b Sangath , New Delhi , India.
Glob Health Action. 2019;12(1):1548005. doi: 10.1080/16549716.2018.1548005.
: 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. : 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. : Workshops among domain experts, literature search for established and gamified paradigms of cognitive assessments and rapid review of mobile games for 3-year-old children was done to conceptualize games for this study. Formative household visits (N = 20) informed the design and content of the games. A cross-sectional pilot study (N = 100) was done to assess feasibility of the tool and check if increasing levels of difficulty and the expected variability between children were evident in game metrics. In-depth interviews (N = 9) were conducted with mothers of participating children to assess its acceptability. : Six cognitive domains were identified as being integral to learning - divided attention, response inhibition, reasoning, visual form perception and integration and memory. A narrative, musical soundtrack and positive reinforcement were incorporated into the tool to enhance participant engagement. Child performance determined level timers and difficulty levels in each game. Pilot data indicate that children differ in their performance profile on the tool as measured by the number of game levels played and their accuracy and completion time indicating that it might be possible to differentiate children based on these metrics. Qualitative data suggest high levels of acceptability of the tool amongst participants. : A DEvelopmental assessment on an E-Platform (DEEP) has been created comprising distinct games woven into a narrative, which assess six cognitive domains, and shows high levels of acceptability and generates metrics which may be used for validation against gold standard cognitive assessments.
认知发展评估对于识别发育迟缓儿童以及监测干预措施的效果至关重要。实现这些目标的一个关键障碍是缺乏标准化、可扩展的认知能力评估工具。
本研究旨在开发一种基于平板电脑的针对3岁儿童认知能力的游戏化评估工具,该工具可由非专业现场工作人员进行操作。
研究开展了领域专家研讨会,检索了已有的和游戏化的认知评估范式,并快速审查了适合3岁儿童的手机游戏,以此为本研究的游戏进行概念设计。形成性家访(N = 20)为游戏的设计和内容提供了参考。开展了一项横断面试点研究(N = 100),以评估该工具的可行性,并检查游戏指标中是否体现出难度递增以及儿童之间预期的差异。对参与研究儿童的母亲进行了深入访谈(N = 9),以评估该工具的可接受性。
确定了六个对学习至关重要的认知领域——分散注意力、反应抑制、推理、视觉形式感知与整合以及记忆。该工具融入了故事情节、音乐配乐和积极强化措施,以提高参与者的参与度。儿童的表现决定了每个游戏中的关卡定时器和难度级别。试点数据表明,根据玩过的游戏关卡数量、准确性和完成时间来衡量,儿童在该工具上的表现各不相同,这表明有可能根据这些指标区分儿童。定性数据表明该工具在参与者中具有较高的可接受性。
现已创建了一个电子平台发育评估工具(DEEP),它由融入故事情节的不同游戏组成,可评估六个认知领域,具有较高的可接受性,并生成可用于与金标准认知评估进行对比验证的指标。