Cognitive teleintervention with board games during the pandemic lockdown in school-age children: a pilot randomized controlled trial

Background. Playing modern board games has been linked to cognitive enhancement in children when playing face-to-face. How- ever, because of the SARS-CoV-2, playing in an analog way was difficult. Objective. To test the efficacy of a cognitive intervention program with board games in school-age chil...

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Autores: Vita Barrull, Núria, Estrada Plana, Verónica, March Llanes, Jaume, Guzmán, Núria, Mayoral, María, Moya Higueras, Jorge
Tipo de recurso: artículo
Estado:Versión publicada
Fecha de publicación:2023
País:España
Institución:Universitat de Lleida (UdL)
Repositorio:Repositori Obert UdL
OAI Identifier:oai:repositori.udl.cat:10459.1/464626
Acceso en línea:https://doi.org/10.24140/ijgsi.v1.n2.01
https://hdl.handle.net/10459.1/464626
Access Level:acceso abierto
Palabra clave:Board games
Cognitive teleintervention
School-age children
Executive functions
Randomized controlled trial
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spelling Cognitive teleintervention with board games during the pandemic lockdown in school-age children: a pilot randomized controlled trialVita Barrull, NúriaEstrada Plana, VerónicaMarch Llanes, JaumeGuzmán, NúriaMayoral, MaríaMoya Higueras, JorgeBoard gamesCognitive teleinterventionSchool-age childrenExecutive functionsRandomized controlled trialBackground. Playing modern board games has been linked to cognitive enhancement in children when playing face-to-face. How- ever, because of the SARS-CoV-2, playing in an analog way was difficult. Objective. To test the efficacy of a cognitive intervention program with board games in school-age children (25 Spaniards; 5-12 years) delivered remotely through web conferencing. Methods. We performed a randomized controlled trial with a wait-list control group (n=10) and pre-post testing (updating, inhi- bition, flexibility, and verbal fluency). The study was preregistered on clinicaltrials.gov (NCT04823338). The experimental group (n=15) played commercialized board games adapted to an online format during 12 sessions. Results and Conclusions. We found higher flexibility and verbal fluency improvements in the experimental than in the control group. We also saw improvements in visuospatial updating solely in the passive control group. Board games played remotely could entail some cognitive benefits, though we found paradigmatic results too. Board games may benefit the most when played face to face.Lusófona University2023info:eu-repo/semantics/articleinfo:eu-repo/semantics/publishedVersionapplication/pdfhttps://doi.org/10.24140/ijgsi.v1.n2.01https://hdl.handle.net/10459.1/464626reponame:Repositori Obert UdL instname:Universitat de Lleida (UdL)Ingléshttps://doi.org/10.24140/ijgsi.v1.n2.01International Journal of Games and Social Impact, 2023, vol. 1, núm. 2, p. 8-37cc-by-nc-sa (c) Núria Vita et al., 2023info:eu-repo/semantics/openAccesshttps://creativecommons.org/licenses/by-nc-sa/4.0/deed.esoai:repositori.udl.cat:10459.1/4646262026-06-24T12:42:17Z
dc.title.none.fl_str_mv Cognitive teleintervention with board games during the pandemic lockdown in school-age children: a pilot randomized controlled trial
title Cognitive teleintervention with board games during the pandemic lockdown in school-age children: a pilot randomized controlled trial
spellingShingle Cognitive teleintervention with board games during the pandemic lockdown in school-age children: a pilot randomized controlled trial
Vita Barrull, Núria
Board games
Cognitive teleintervention
School-age children
Executive functions
Randomized controlled trial
title_short Cognitive teleintervention with board games during the pandemic lockdown in school-age children: a pilot randomized controlled trial
title_full Cognitive teleintervention with board games during the pandemic lockdown in school-age children: a pilot randomized controlled trial
title_fullStr Cognitive teleintervention with board games during the pandemic lockdown in school-age children: a pilot randomized controlled trial
title_full_unstemmed Cognitive teleintervention with board games during the pandemic lockdown in school-age children: a pilot randomized controlled trial
title_sort Cognitive teleintervention with board games during the pandemic lockdown in school-age children: a pilot randomized controlled trial
dc.creator.none.fl_str_mv Vita Barrull, Núria
Estrada Plana, Verónica
March Llanes, Jaume
Guzmán, Núria
Mayoral, María
Moya Higueras, Jorge
author Vita Barrull, Núria
author_facet Vita Barrull, Núria
Estrada Plana, Verónica
March Llanes, Jaume
Guzmán, Núria
Mayoral, María
Moya Higueras, Jorge
author_role author
author2 Estrada Plana, Verónica
March Llanes, Jaume
Guzmán, Núria
Mayoral, María
Moya Higueras, Jorge
author2_role author
author
author
author
author
dc.subject.none.fl_str_mv Board games
Cognitive teleintervention
School-age children
Executive functions
Randomized controlled trial
topic Board games
Cognitive teleintervention
School-age children
Executive functions
Randomized controlled trial
description Background. Playing modern board games has been linked to cognitive enhancement in children when playing face-to-face. How- ever, because of the SARS-CoV-2, playing in an analog way was difficult. Objective. To test the efficacy of a cognitive intervention program with board games in school-age children (25 Spaniards; 5-12 years) delivered remotely through web conferencing. Methods. We performed a randomized controlled trial with a wait-list control group (n=10) and pre-post testing (updating, inhi- bition, flexibility, and verbal fluency). The study was preregistered on clinicaltrials.gov (NCT04823338). The experimental group (n=15) played commercialized board games adapted to an online format during 12 sessions. Results and Conclusions. We found higher flexibility and verbal fluency improvements in the experimental than in the control group. We also saw improvements in visuospatial updating solely in the passive control group. Board games played remotely could entail some cognitive benefits, though we found paradigmatic results too. Board games may benefit the most when played face to face.
publishDate 2023
dc.date.none.fl_str_mv 2023
dc.type.none.fl_str_mv info:eu-repo/semantics/article
info:eu-repo/semantics/publishedVersion
format article
status_str publishedVersion
dc.identifier.none.fl_str_mv https://doi.org/10.24140/ijgsi.v1.n2.01
https://hdl.handle.net/10459.1/464626
url https://doi.org/10.24140/ijgsi.v1.n2.01
https://hdl.handle.net/10459.1/464626
dc.language.none.fl_str_mv Inglés
language_invalid_str_mv Inglés
dc.relation.none.fl_str_mv https://doi.org/10.24140/ijgsi.v1.n2.01
International Journal of Games and Social Impact, 2023, vol. 1, núm. 2, p. 8-37
dc.rights.none.fl_str_mv cc-by-nc-sa (c) Núria Vita et al., 2023
info:eu-repo/semantics/openAccess
https://creativecommons.org/licenses/by-nc-sa/4.0/deed.es
rights_invalid_str_mv cc-by-nc-sa (c) Núria Vita et al., 2023
https://creativecommons.org/licenses/by-nc-sa/4.0/deed.es
eu_rights_str_mv openAccess
dc.format.none.fl_str_mv application/pdf
dc.publisher.none.fl_str_mv Lusófona University
publisher.none.fl_str_mv Lusófona University
dc.source.none.fl_str_mv reponame:Repositori Obert UdL
instname:Universitat de Lleida (UdL)
instname_str Universitat de Lleida (UdL)
reponame_str Repositori Obert UdL
collection Repositori Obert UdL
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