Vita-Barrull Nuria, Guzmán Núria, Estrada-Plana Verónica, March-Llanes Jaume, Mayoral Maria, Moya-Higueras Jorge
Department of Psychology, Faculty of Education, Psychology and Social Work, University of Lleida, Lleida, Spain.
Atención, Familia, Infancia y Mayores (AFIM21), Almería, Spain.
Games Health J. 2022 Feb;11(1):46-57. doi: 10.1089/g4h.2021.0034. Epub 2021 Dec 24.
Modern board and card game-based cognitive interventions and gamification practices showed effectiveness in boosting executive functions and decreasing behavioral problems in children. However, the combination of both game-based methods has not been tested. Therefore, the main aim of this study was to test the effectiveness of gamification in modern board and card game-based cognitive interventions in Spanish schoolchildren at risk of social exclusion. In this multicenter single-blind study with a quasi-experimental design, 176 schoolers (6-13 years old) were assigned to a gamified group (with a narrative context and a rewarding system) and 107 to a nongamified group (with no narrative context or rewarding system). The interventions were implemented in regular classes. Behavioral executive dysfunction was assessed using the Behavior Rating Inventory of Executive Function, Second Revision (BRIEF-2) (Teacher form), pre- and postintervention. We found significant time effects in all BRIEF-2 domains with small and medium effect sizes ( = -0.35 to = -0.62). The nongamified group showed significantly higher decreases in all measures than those who used gamification. It is possible that playing for the joy of playing in the nongamified group was enough motivation to focus on the task, while adding gamification elements did not favor greater effectiveness of the program.
现代基于桌游和纸牌游戏的认知干预及游戏化实践在提升儿童执行功能和减少行为问题方面显示出有效性。然而,这两种基于游戏的方法的结合尚未得到检验。因此,本研究的主要目的是测试游戏化在针对有社会排斥风险的西班牙学童的现代基于桌游和纸牌游戏的认知干预中的有效性。在这项采用准实验设计的多中心单盲研究中,176名学童(6至13岁)被分配到游戏化组(有故事情节和奖励系统),107名被分配到非游戏化组(没有故事情节或奖励系统)。干预在常规课堂中实施。在干预前后,使用执行功能行为评定量表第二版(BRIEF - 2)(教师版)对行为执行功能障碍进行评估。我们在所有BRIEF - 2领域发现了显著的时间效应,效应大小为小到中等(= -0.35至 = -0.62)。非游戏化组在所有测量指标上的下降幅度显著高于使用游戏化的组。有可能在非游戏化组中为了玩的乐趣而玩就足以成为专注于任务的动力,而添加游戏化元素并没有使该项目更有效。