Training Resiliency in Youth (TRY) Study
Status: | Completed |
---|---|
Conditions: | Anxiety, Anxiety, Depression |
Therapuetic Areas: | Psychiatry / Psychology |
Healthy: | No |
Age Range: | Any |
Updated: | 8/10/2018 |
Start Date: | January 16, 2018 |
End Date: | June 4, 2018 |
The aim of the study is to determine whether a neuroscience-inspired cognitive remediation
video game (EVO) that targets the cognitive control network (CCN) will improve executive
functioning (EF) and resilience to psychiatric symptoms in typically developing 6th grade
students, unselected for specific psychiatric symptoms. The primary goals are to 1) determine
if EVO will result in improved EF and lower internalizing (e.g., mood, anxiety) and
externalizing (e.g., attention deficit/hyperactivity disorder, AD/HD) psychiatric symptoms,
2) evaluate whether the benefit experienced by youth changes depending on their level of life
stress (e.g., academic or social difficulties), 3) determine if EVO will promote resilience
to stress. The investigators will measure EF, symptoms, and stress using self- and
parent-report questionnaires. Other secondary outcomes include information on behavior in the
classroom and academic performance (i.e., grades) that we will collect via school records.
The investigators hypothesize that engagement with EVO 20-minutes per day, 5-days a week
across 4-weeks will improve EF, lower psychiatric symptoms, improve academic/behavioral
functioning at school, and decrease maladaptive responses to stress.
video game (EVO) that targets the cognitive control network (CCN) will improve executive
functioning (EF) and resilience to psychiatric symptoms in typically developing 6th grade
students, unselected for specific psychiatric symptoms. The primary goals are to 1) determine
if EVO will result in improved EF and lower internalizing (e.g., mood, anxiety) and
externalizing (e.g., attention deficit/hyperactivity disorder, AD/HD) psychiatric symptoms,
2) evaluate whether the benefit experienced by youth changes depending on their level of life
stress (e.g., academic or social difficulties), 3) determine if EVO will promote resilience
to stress. The investigators will measure EF, symptoms, and stress using self- and
parent-report questionnaires. Other secondary outcomes include information on behavior in the
classroom and academic performance (i.e., grades) that we will collect via school records.
The investigators hypothesize that engagement with EVO 20-minutes per day, 5-days a week
across 4-weeks will improve EF, lower psychiatric symptoms, improve academic/behavioral
functioning at school, and decrease maladaptive responses to stress.
Inclusion Criteria:
- Currently enrolled in 6th grade during the 2017-2018 school year at Lucille Umbarger
Elementary School in the Burlington-Edison School District
- Physical ability to use a touchscreen iPad
- Cognitive ability to assent, complete questionnaires, and play EVO game
- English speaking child, English or Spanish speaking parent
- Child has legal parent/guardian (i.e., not a ward of the state)
Exclusion Criteria:
- The child is identified by parent or school as diagnosed with an intellectual
disability
- The child is identified by parent or school as diagnosed with a physical disability
(i.e., unable to use hands or fingers) that would preclude use of a touchscreen iPad
and appropriate engagement with EVO
- The child is identified by parent or school as unlikely to engage for 20 minutes with
EVO
- Child unable to read or understand English
- Parent unable to read or understand English/Spanish
- Child is in public (i.e., child welfare) custody
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