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This project aims to validate an EEG-based brain-computer interface (BCI) game as a cognitive assessment tool for children with motor impairments. Traditional cognitive assessments often rely on motor responses, which may underestimate the abilities of children with limited mobility. By using BCI technology, which captures brain activity directly, the study seeks to bypass these limitations and offer a more inclusive, engaging, and accurate assessment method.
The research consists of three papers:
The project utilizes the Emotiv Flex 2 EEG system and focuses on cognitive domains such as attention, working memory, and inhibition. The ultimate goal is to develop a reliable, equitable tool for assessing cognition in children with diverse motor abilities.
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| Label | Type | Description | Intervention Names |
|---|---|---|---|
| Typically developing children |
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| Children with motor impairments |
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| Name | Type | Description | Arm Group Labels | Other Names |
|---|---|---|---|---|
| Cognitive assessment | Diagnostic Test | Cognitive assessment using BCI-game |
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| Measure | Description | Time Frame |
|---|---|---|
| Neuropsychological assessment (NEPSY-II) | The NEPSY-II (A Developmental Neuropsychological Assessment, Second Edition) is a standardized cognitive assessment for children aged 3-16 years. It evaluates multiple domains of cognitive functioning, including Attention and Executive Functioning, Memory and Learning, and Visuospatial Processing. Each subtest yields a scaled score ranging from 1 to 19 (mean = 10, SD = 3) and domain-level standard scores (mean = 100, SD = 15). Higher scores indicate better cognitive performance. | "Baseline (Day 1): NEPSY-II will be administered during the single study session at the same visit as the BCI game." |
| BCI game metrics | The BCI-controlled adventure-style game is designed to assess cognitive domains including attention, working memory, and inhibitory control. Participants navigate a virtual environment by turning left or right using brain-computer interface control based on steady-state visually evoked potentials (SSVEP). Coins collected reflect the participant's sustained attention and working memory by requiring consistent focus and memory of task-specific rules (e.g., avoiding certain coin colors). Obstacles avoided reflect inhibitory control by requiring participants to suppress automatic responses and adapt to changing task demands. Each metric is a count variable (0-maximum possible in the game), where higher values indicate better cognitive performance. | Baseline (Day 1; during the single study visit) |
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Inclusion Criteria:
Exclusion Criteria:
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Typically developing children and children with motor impairments
| Name | Role | Phone | Extension | |
|---|---|---|---|---|
| Munirah Alsubaie | Contact | 7809204861 | malsubai@ualberta.ca |
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| Facility | Status | City | State | ZIP | Country | Contacts |
|---|---|---|---|---|---|---|
| University of Alberta | Not yet recruiting | Edmonton | Alberta | T6G 2B9 | Canada |
Only people working on this project will have access to identifiable information and it will be store in an encrypted file
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| NEPSY-II | Diagnostic Test | Standardized cognitive assessment |
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| University of Alberta | Recruiting | Edmonton | Alberta | Canada |
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