- ICH GCP
- US Clinical Trials Registry
- Clinical Trial NCT05522946
Circle Game Collaborative--Freddie the Frog
Study Overview
Status
Conditions
Intervention / Treatment
Study Type
Phase
- Not Applicable
Contacts and Locations
Study Locations
-
-
Ohio
-
Columbus, Ohio, United States, 43210
- The Ohio State University College of Nursing
-
-
Participation Criteria
Eligibility Criteria
Ages Eligible for Study
Accepts Healthy Volunteers
Description
Inclusion Criteria:
Group 1: Children without disabilities between the ages of 5-9 years. Any parent/caregiver to the child
Group 2: Adolescents with mild to moderate physical or cognitive disability between the ages of 10-17 years. Any parent/caregiver to the child
Group 3: Adolescents with moderate to severe physical and/or cognitive disability between the ages of 10-17 years. Any parent/caregiver to the child
Exclusion Criteria:
All groups:
- Parents who do not understand and speak English
- Parents with a disability
Study Plan
How is the study designed?
Design Details
- Primary Purpose: Supportive Care
- Allocation: Non-Randomized
- Interventional Model: Sequential Assignment
- Masking: None (Open Label)
Arms and Interventions
Participant Group / Arm |
Intervention / Treatment |
|---|---|
|
Experimental: Parent and child without disability
Parent and child will play the game on the iPad using the sensors provided.
|
Parent and child or adolescent will play the game using the provided sensors for 10-15 minutes total.
Depending on the cognitive and/or physical ability of the child or adolescent, the two may take turns wearing the sensors or if the child or adolescent does not have the physical or cognitive ability to deliberately touch the sensor, then the child or adolescent will wear the sensors and the parent will touch the sensors in order to move the game forward.
|
|
Experimental: Parent and adolescent with mild to moderate cognitive or physical disability
Parent and adolescent will play the game on the iPad using the sensors provided.
|
Parent and child or adolescent will play the game using the provided sensors for 10-15 minutes total.
Depending on the cognitive and/or physical ability of the child or adolescent, the two may take turns wearing the sensors or if the child or adolescent does not have the physical or cognitive ability to deliberately touch the sensor, then the child or adolescent will wear the sensors and the parent will touch the sensors in order to move the game forward.
|
|
Experimental: Parent and adolescent with moderate to severe cognitive and/or physical disability
Parent and adolescent will play the game on the iPad using the sensors provided.
|
Parent and child or adolescent will play the game using the provided sensors for 10-15 minutes total.
Depending on the cognitive and/or physical ability of the child or adolescent, the two may take turns wearing the sensors or if the child or adolescent does not have the physical or cognitive ability to deliberately touch the sensor, then the child or adolescent will wear the sensors and the parent will touch the sensors in order to move the game forward.
|
What is the study measuring?
Primary Outcome Measures
Outcome Measure |
Measure Description |
Time Frame |
|---|---|---|
|
Establish the feasibility of cooperative gameplay between parents and children without disabilities
Time Frame: 1 hour
|
Successful completion of gameplay session
|
1 hour
|
|
Establish the feasibility of cooperative gameplay between parents and adolescents with disabilities
Time Frame: 1 hour
|
Successful completion of gameplay session
|
1 hour
|
|
Examine childs', adolescents', and parents ability to play the game through analysis of video recordings of game play
Time Frame: 1 hour
|
Successful completion of gameplay session
|
1 hour
|
Secondary Outcome Measures
Outcome Measure |
Measure Description |
Time Frame |
|---|---|---|
|
Explore childs' and adolescents' Global, Mental, Physical, and Social Health using the Patient-Reported Outcomes Measurement Information System (PROMIS) measure
Time Frame: Pre-gameplay
|
Using individual Patient-Reported Outcomes Measurement Information System (PROMIS) items from the global health, mental health, physical health, social health, and symptom item banks, explore the child and adolescent global health, mental health, physical health, social health, as well as pain and stress.
The scores will range from 2-54 with higher scores indicating better outcomes.
|
Pre-gameplay
|
|
Semi-Structured interviews with open-ended questions to explore childs' and adolescents' (where appropriate), and parents' feelings about gameplay for fun, well being, quality of life
Time Frame: Immediately Post-gameplay and up to one week post-gameplay
|
Using semi-structured interviews with open ended questions, we will ask parents and children/adolescents who are willing and able to answer questions related to playing the game together.
We will ask children/adolescents who are willing and able questions immediately post gameplay.
We will ask parents questions related to gameplay either immediately after the child/adolescent or up to 1 week later.
To be qualitatively analyzed
|
Immediately Post-gameplay and up to one week post-gameplay
|
|
Explore the parents' feelings of bonding with their child/adolescent using the "Connection & Bonding Questionnaire"
Time Frame: 1 hour post-game play
|
Explore parent feelings of bonding pre/post gameplay examine whether playing the game together increased their feelings of bonding with their child/adolescent.
Bonding will be measured using a new investigator-developed measure named the Connection & Bonding Questionnaire, a 5 item Likert-style questionnaire with responses ranging from Strongly Disagree (0) to Strongly Agree (5) and scores ranging from 0-25 with higher scores indicating a stronger connection and parent/child bond.
|
1 hour post-game play
|
|
Explore whether the parent felt that their child's physical and psychological needs were met before gameplay using the "Child Needs Survey"
Time Frame: Pre-gameplay
|
Explore whether the parent felt that their child's physical and psychological needs were met before gameplay using an investigator-developed measure named the "Child Needs Survey", a 5 item survey with 4 questions with responses of Yes, No, Unsure/Decline to Answer, and Not able/Not applicable, one visual analog-type response ranging from "Little to none" to "Fully" and one open-ended question asking parents to describe any additional needs that may or may not have been met.
More "yes" answers mean a better outcome.
|
Pre-gameplay
|
|
Explore whether the child had pain pre/post gameplay using visual analog scale
Time Frame: Pre gameplay and immediately post gameplay
|
Using a visual analog scale, have the child and parent rate the child's pain pre- and immediately post-gameplay.
Visual Analog Scales are a 100mm line with endpoints "none" at the 0 endpoint and "worst ever" at the 100mm endpoint.
A higher score indicates a worse outcome.
|
Pre gameplay and immediately post gameplay
|
|
Explore whether the child had stress pre/post gameplay using visual analog scale
Time Frame: Pre gameplay and immediately post gameplay
|
Using a visual analog scale, have the child and parent rate the child's stress pre- and immediately post-gameplay.
Visual Analog Scales are a 100mm line with endpoints "none" at the 0 endpoint and "worst ever" at the 100mm endpoint.
A higher score indicates a worse outcome.
|
Pre gameplay and immediately post gameplay
|
|
Explore whether the parent had pain pre/post gameplay using visual analog scale
Time Frame: Pre gameplay and immediately post gameplay
|
Using a visual analog scale, have the parent rate their pain pre- and immediately post-gameplay.
Visual Analog Scales are a 100mm line with endpoints "none" at the 0 endpoint and "worst ever" at the 100mm endpoint.
A higher score indicates a worse outcome.
|
Pre gameplay and immediately post gameplay
|
|
Explore whether the parent had stress pre/post gameplay using visual analog scale
Time Frame: Pre gameplay and immediately post gameplay
|
Using a visual analog scale, have the parent rate the their stress pre and immediately post gameplay.
Visual Analog Scales are a 100mm line with endpoints "none" at the 0 endpoint and "worst ever" at the 100mm endpoint.
A higher score indicates a worse outcome.
|
Pre gameplay and immediately post gameplay
|
|
Compare childs' and adolescents' Global, Mental, Physical, and Social Health using the single measure "Patient-Reported Outcomes Measurement Information System (PROMIS)" from Group 1, Group 2, and Group 3
Time Frame: 1 hour post-gameplay
|
Examine and describe differences in Global, Mental, Physical, and Social Health between groups using the "Patient-Reported Outcomes Measurement Information System (PROMIS)" measure described in Outcome 4. All units of measure are the same across groups.
The scores will range from 2-54 with higher scores indicating better outcomes.
|
1 hour post-gameplay
|
|
Semi-structured interviews with open ended questions to compare childs' and adolescents' (where appropriate), and parents' feelings about gameplay for fun, well being, quality of life in Group 1, Group 2, and Group 3
Time Frame: 1 hour post-gameplay
|
Using semi-structured interviews with open ended questions, we will examine and describe differences in feelings about gameplay between groups using qualitative responses gathered using semi-structured interview from Outcome 5. To be qualitatively analyzed.
|
1 hour post-gameplay
|
|
Compare the parents' feelings of bonding using the "Connection & Bonding Questionnaire" with their child/adolescent in Group 1, Group 2, and Group 3
Time Frame: 1 hour post-gameplay
|
Examine and describe differences in feelings about parent bonding between groups using responses obtain from the "Connection & Bonding Questionnaire", a 5 item Likert-style questionnaire with responses ranging from Strongly Disagree (0) to Strongly Agree (5) and scores ranging from 0-25 with higher scores indicating a stronger connection and parent/child bond.
|
1 hour post-gameplay
|
|
Compare the parents' feelings of whether the child's physical and psychological needs were met before gameplay using the "Child Needs Survey" in Group 1, Group 2, and Group 3
Time Frame: 1 hour post-gameplay
|
Examine and describe differences in whether the child's physical and psychological needs were met before gameplay between groups using responses from the "Child Needs Survey."
A 5 item survey with 4 questions with responses of Yes, No, Unsure/Decline to Answer, and Not able/Not applicable, one visual analog-type response ranging from "Little to none" to "Fully" and one open-ended question asking parents to describe any additional needs that may or may not have been met.
More "yes" answers mean a better outcome.
|
1 hour post-gameplay
|
|
Compare whether the child had pain using the Visual Analog Scale in Group 1, Group 2, and Group 3
Time Frame: Immediately pre-gameplay and 1 hour post-gameplay
|
Examine and describe differences in whether the child had pain pre/post gameplay between groups using the Visual Analog Scales.
Using a visual analog scale, have the child rate their pain pre- and immediately post-gameplay.
Visual Analog Scales are a 100mm line with endpoints "none" at the 0 endpoint and "worst ever" at the 100mm endpoint.
A higher score indicates a worse outcome.
|
Immediately pre-gameplay and 1 hour post-gameplay
|
|
Compare whether the child had stress using the Visual Analog Scale in Group 1, Group 2, and Group 3
Time Frame: Immediately pre-gameplay and 1 hour post-gameplay
|
Examine and describe differences in whether the child had stress pre/post gameplay between groups using the Visual Analog Scale.
Using a visual analog scale, have the child rate their stress pre- and immediately post-gameplay.
Visual Analog Scales are a 100mm line with endpoints "none" at the 0 endpoint and "worst ever" at the 100mm endpoint.
A higher score indicates a worse outcome.
|
Immediately pre-gameplay and 1 hour post-gameplay
|
|
Compare whether the parent had pain using the Visual Analog Scale in Group 1, Group 2, and Group 3
Time Frame: Immediately pre-gameplay and 1 hour post-gameplay
|
Examine and describe differences in whether the parent had pain pre/post gameplay between groups using the Visual Analog Scale.
Using a visual analog scale, have the parent rate their pain pre- and immediately post-gameplay.
Visual Analog Scales are a 100mm line with endpoints "none" at the 0 endpoint and "worst ever" at the 100mm endpoint.
A higher score indicates a worse outcome.
|
Immediately pre-gameplay and 1 hour post-gameplay
|
|
Compare whether the parent had stress using the Visual Analog Scale in Group 1, Group 2, and Group 3
Time Frame: Immediately pre-gameplay and 1 hour post-gameplay
|
Examine and describe differences in whether the parent had stress pre/post gameplay between groups using the Visual Analog Scale.Using a visual analog scale, have the parent rate their stress pre- and immediately post-gameplay.
Visual Analog Scales are a 100mm line with endpoints "none" at the 0 endpoint and "worst ever" at the 100mm endpoint.
A higher score indicates a worse outcome.
|
Immediately pre-gameplay and 1 hour post-gameplay
|
Collaborators and Investigators
Sponsor
Investigators
- Principal Investigator: Susan E Thrane, PhD, RN, Ohio State University
Study record dates
Study Major Dates
Study Start (Actual)
Primary Completion (Estimated)
Study Completion (Estimated)
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
Other Study ID Numbers
- 2020B0306
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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