Incorporating Evidence-Based Gamification and Machine Learning to Assess Preschool Executive Function: A Feasibility Study
<p>Gamified Flanker narrative, instructions, feedback, and progress. Gamification features were illustrated and developed by the first author.</p> "> Figure 2
<p>Gamified Assessment mean (<b>A</b>) accuracy and (<b>B</b>) reaction time on incongruent trials were correlated with performance on the traditional measure of executive function. Shaded regions represent the 95% confidence interval of the prediction line. Data points are displayed by the age bracket of participants to visualize developmental differences in performance. Note: RT = reaction time in milliseconds.</p> "> Figure 3
<p>Scatterplots of Flanker Task and Gamified Assessment Performance with Standardized Wechsler Preschool and Primary Scale of Intelligence (WPPSI-P) Academic Achievement Scores. Positive associations were found between the mean Accuracy of both Conditions and (<b>A</b>) Verbal and (<b>B</b>) Math Scores. Negative associations were found between the mean Reaction Time of both Conditions and (<b>C</b>) Verbal (<b>D</b>) Math Scores. Shaded regions represent the 95% confidence interval of the prediction line.</p> "> Figure 4
<p>The density plot displays how children rated the gamified assessment as more enjoyable than the traditional Flanker Task. Density plots use kernel smoothing to estimate a real valued function as the weighted average of neighboring observed data [<a href="#B65-brainsci-14-00451" class="html-bibr">65</a>]. The dot plot displays individual differences of enjoyment for the traditional Flanker and Gamified Conditions.</p> "> Figure 5
<p>Regardless of order, 80% of the children preferred the gamified executive function task over the traditional executive function task.</p> ">
Abstract
:1. Introduction
2. Materials and Methods
2.1. Flanker Task
2.2. Gamified Assessment of Flanker
2.3. Enjoyment and Preference Measures
2.4. Standardized Academic Achievement Measures
3. Results
3.1. Task Performance
3.2. Harnessing Machine Learning to Accommodate Diverse Developmental Profiles
3.3. Association with Standardized Academic Achievement Measures
3.4. Gamified Assessment and Enjoyment
3.5. Preference for the Gamified Assessment
4. Discussion
5. Conclusions
Supplementary Materials
Author Contributions
Funding
Institutional Review Board Statement
Informed Consent Statement
Data Availability Statement
Acknowledgments
Conflicts of Interest
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Task Features | Flanker | Gamified Flanker |
---|---|---|
Practice Trials | 8 | 8 |
Inter-trial Duration | 450 ms | 450 ms |
Auditory Feedback | ✓ | ✓ |
Linear Music | X | ✓ |
Number of Trials | 42 | 42 |
Narrative | X | ✓ |
Visual Feedback | X | Rewards & Competitor |
Player Adaptability/Trial Duration | 1700 ms (fixed) | Incremental Challenge 1 |
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Eng, C.M.; Tsegai-Moore, A.; Fisher, A.V. Incorporating Evidence-Based Gamification and Machine Learning to Assess Preschool Executive Function: A Feasibility Study. Brain Sci. 2024, 14, 451. https://doi.org/10.3390/brainsci14050451
Eng CM, Tsegai-Moore A, Fisher AV. Incorporating Evidence-Based Gamification and Machine Learning to Assess Preschool Executive Function: A Feasibility Study. Brain Sciences. 2024; 14(5):451. https://doi.org/10.3390/brainsci14050451
Chicago/Turabian StyleEng, Cassondra M., Aria Tsegai-Moore, and Anna V. Fisher. 2024. "Incorporating Evidence-Based Gamification and Machine Learning to Assess Preschool Executive Function: A Feasibility Study" Brain Sciences 14, no. 5: 451. https://doi.org/10.3390/brainsci14050451