- ICH GCP
- US Clinical Trials Registry
- Clinical Trial NCT03878147
Neurodevelopmental Assessment of Children in Uganda and Malawi Using a Software Package
Culture-Specific Neurodevelopmental Assessment of HIV-affected Children
The investigators will use Brain Power Games as a neurocognitive "stress test" or medical "challenge" test, in order to evaluate or improve brain/behavior functional integrity in HIV-affected children. This dual use of BPG is a key innovative feature. Each of the 5 core BPG games lasts 10 minutes and trains fine motor, monitoring/attention, visual/auditory working memory, spatial navigational learning.
The investigator's central hypothesis is that the BPG performance gains will be improved compared to waitlist control for children in Uganda and Malawi.
Study Overview
Status
Conditions
Intervention / Treatment
Detailed Description
We randomize equal numbers of each of three exposure groups of children (perinatally HIV infected, perinatally HIV-exposed but not infected, and unexposed/uninfected children) to one of two intervention arms. They are randomized to either the Brain Powered Games (BPG) intervention arm of 12 sessions of hour-long training (twice a day for several days weekly at the study clinic), or to the "wait-listed" arm of no BPG training sessions.
Separate analyses by country (Uganda and Malawi) are planned. HIV exposure status is used for balancing of randomization.
Study Type
Enrollment (Actual)
Phase
- Not Applicable
Contacts and Locations
Participation Criteria
Eligibility Criteria
Ages Eligible for Study
Accepts Healthy Volunteers
Description
Inclusion Criteria:
- HEU and HUU children at least 5 yrs of age and older from the PROMISE ND study (Uganda and Malawi)
- HIV+ children from P1104s (Uganda and Malawi)
- HUU children age-matched from PROMISE ND and P1104s study cohorts (Uganda and Malawi)
Exclusion Criteria:
- Medical history of serious birth complications
- Severe malnutrition
- Bacterial meningitis
- Encephalitis
- Cerebral malaria
- Other known brain injury or disorder requiring hospitalization
- Seizures or other neurological disabilities
Study Plan
How is the study designed?
Design Details
- Primary Purpose: Diagnostic
- Allocation: Randomized
- Interventional Model: Parallel Assignment
- Masking: None (Open Label)
Arms and Interventions
Participant Group / Arm |
Intervention / Treatment |
|---|---|
|
Experimental: BPG, Uganda
Children in Uganda randomized to BPG
|
Brain Powered Games (BPG) uses games for neurocognitive assessment and training, using images and sounds more familiar to African children.
As a computerized cognitive rehabilitation training (CCRT) program designed for Sub-Saharan African school-age children, it can help children infected affected directly or indirectly by HIV.
BPG consists of 5 core games evaluating different cognitive abilities (learning, memory, language, attention).
Each game includes a visual tutorial, several adjustable settings on the administrative side (Admin), and records game play data for research purposes.
Village Builder (VB) is a pro-social reasoning/planning world building strategy type game intended to evaluate frontal lobe executive functions in a culture-friendly and enjoyable game manner.
It consists of many of the village artistic components as used in BPG but orchestrated into a village setting where children must gather resources and protect them in order to expand the capacity of the village.
Other Names:
|
|
No Intervention: Waitlist control, Uganda
Children in Uganda randomized to waitlist control
|
|
|
Experimental: BPG, Malawi
Children in Malawi randomized to BPG
|
Brain Powered Games (BPG) uses games for neurocognitive assessment and training, using images and sounds more familiar to African children.
As a computerized cognitive rehabilitation training (CCRT) program designed for Sub-Saharan African school-age children, it can help children infected affected directly or indirectly by HIV.
BPG consists of 5 core games evaluating different cognitive abilities (learning, memory, language, attention).
Each game includes a visual tutorial, several adjustable settings on the administrative side (Admin), and records game play data for research purposes.
Village Builder (VB) is a pro-social reasoning/planning world building strategy type game intended to evaluate frontal lobe executive functions in a culture-friendly and enjoyable game manner.
It consists of many of the village artistic components as used in BPG but orchestrated into a village setting where children must gather resources and protect them in order to expand the capacity of the village.
Other Names:
|
|
No Intervention: Waitlist control, Malawi
Children in Malawi randomized to waitlist control
|
What is the study measuring?
Primary Outcome Measures
Outcome Measure |
Measure Description |
Time Frame |
|---|---|---|
|
Kaufman Assessment Battery for Children 2nd Edition (KABC-II) Mental Processing Index (MPI)
Time Frame: Month 2, month 6
|
The KABC mental processing index (MPI) is a summary score across domains.
The normative mean 100 and standard deviation 15 are based on American norms.
Range is 43 to 160.
Higher score reflects better outcome.
|
Month 2, month 6
|
Secondary Outcome Measures
Outcome Measure |
Measure Description |
Time Frame |
|---|---|---|
|
Test of Variables of Attention (TOVA) Attention Deficit Hyperactivity Disorder (ADHD) Index
Time Frame: Month 2, month 6
|
TOVA is a computerized visual continuous performance test used in to screen, diagnose and monitor children and adults at risk for ADHD.
TOVA consists of the rapid (tachistoscopic) presentation of a large geometric square on the computer screen with a smaller dark box either in the upper position (signal) or lower position (non-signal).
The child is asked to press a switch in response to the signal (measuring vigilance attention), but to withhold responding to the non-signal (measuring impulsivity).
The potential range of the TOVA ADHD index is from -10 to 10, higher score is better.
|
Month 2, month 6
|
|
Cognitive State (CogState) Correct Moves Per Second
Time Frame: Month 2, month 6
|
CogState presents a 30-minute session that includes playing cards in a game-like manner to assess memory, attention, discrimination learning, and executive function that is non-language dependent.
The number of correct moves per second during maze learning reflects executive functioning/planning.
The range is from 0 to 5. Higher number reflects better outcome.
|
Month 2, month 6
|
Collaborators and Investigators
Study record dates
Study Major Dates
Study Start (Actual)
Primary Completion (Actual)
Study Completion (Actual)
Study Registration Dates
First Submitted
First Submitted That Met QC Criteria
First Posted (Actual)
Study Record Updates
Last Update Posted (Actual)
Last Update Submitted That Met QC Criteria
Last Verified
More Information
Terms related to this study
Additional Relevant MeSH Terms
- RNA Virus Infections
- Virus Diseases
- Infections
- Blood-Borne Infections
- Communicable Diseases
- Sexually Transmitted Diseases, Viral
- Sexually Transmitted Diseases
- Lentivirus Infections
- Retroviridae Infections
- Immunologic Deficiency Syndromes
- Immune System Diseases
- Urogenital Diseases
- Genital Diseases
- HIV Infections
Other Study ID Numbers
- 2191
- R01HD098027 (U.S. NIH Grant/Contract)
Plan for Individual participant data (IPD)
Plan to Share Individual Participant Data (IPD)?
IPD Plan Description
Drug and device information, study documents
Studies a U.S. FDA-regulated drug product
Studies a U.S. FDA-regulated device product
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