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Trial registered on ANZCTR
Registration number
ACTRN12618001709235
Ethics application status
Approved
Date submitted
12/10/2018
Date registered
16/10/2018
Date last updated
24/09/2019
Date data sharing statement initially provided
24/09/2019
Type of registration
Retrospectively registered
Titles & IDs
Public title
action video game training in children with dyslexia
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Scientific title
Action video game training for reading in children with dyslexia: A randomized controlled trial
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Secondary ID [1]
296186
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None
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Universal Trial Number (UTN)
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Trial acronym
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Linked study record
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Health condition
Health condition(s) or problem(s) studied:
dyslexia
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specific reading disorder
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reading impairment
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poor reading
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Condition category
Condition code
Mental Health
308608
308608
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0
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Learning disabilities
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Neurological
308805
308805
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0
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Other neurological disorders
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Intervention/exposure
Study type
Interventional
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Description of intervention(s) / exposure
The action video game (AVG) used will be the app 'Fruit Ninja'. This game requires participants to 'slice' as many fruit as possible. The idea is to increase the speed and accuracy of spatial and temporal attentional shifting.The Fruit Ninja app was selected on the basis that it follows the checklist developed by Green, Li, and Bavelier (2010) as having all four qualitative features of an AVG - 1) having extraordinary speed in terms of transient events and velocity of moving objects; 2) a high degree of perceptual, cognitive, and motor load with an accurate motor plan; 3) spatial and temporal unpredictability; 4) emphasis on peripheral processing.
There will be two AVG treatment groups. Adapted (eye-movement-controlled) and un-manipulated versions of the Fruit Ninja app will be utilized as the two AVG training protocols. In the un-manipulated version, participants use a computer mouse to 'slice' the fruit by moving the mouse across the fruit. In the adapted version, participants will be required to use their eye movements (monitored by the Gaze Point eye-tracker) to 'slice' the fruit by making saccades across the fruit. Individual games vary in length depending on the mini-game being played, and how successful the participant is in avoiding the 'bombs' and slicing all fruit. In the eye-movement-controlled version, conceptually and ecologically, the task performance should also be greatly reliant on fast efficient eye-movements. Children will be trained in small groups (3-4 children per group) at schools for 30 minutes per day, 5 days per week, for 2 weeks. Training will be overseen and administered by a psychologist with assistance from postgraduate research students.
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Intervention code [1]
312511
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Treatment: Other
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Comparator / control treatment
The control group will receive standard care from their schools (i.e., additional reading support and instruction). It is important to note that those in the control group were eligible to complete one of the AVG interventions following their participation in the 'Time 2' outcome assessments.
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Control group
Active
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Outcomes
Primary outcome [1]
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York Assessment of Reading for Comprehension (YARC; Australian edition)
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Assessment method [1]
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Timepoint [1]
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Time 1 (1 week before training period); Time 2 (1 week following training period)
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Primary outcome [2]
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Comprehensive Test of Phonological Processing 2 (CTOPP-2) Rapid Letter Naming & Rapid Number Naming subtests
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Assessment method [2]
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Timepoint [2]
307575
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Time 1 (1 week before training period); Time 2 (1 week following training period)
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Secondary outcome [1]
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FastaReada (Elhassan, Crewther, Bavin & Crewther, 2015).
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Assessment method [1]
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Timepoint [1]
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Time 1 (1 week before training period); Time 2 (1 week following training period)
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Secondary outcome [2]
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Flicker Fusion (Brown, Corner, Crewther, & Crewther, 2018)
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Assessment method [2]
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Timepoint [2]
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Time 1 (1 week before training period); Time 2 (1 week following training period)
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Secondary outcome [3]
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Flickering E (Kiely, Crewther, & Crewther, 2007)
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Assessment method [3]
352338
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Timepoint [3]
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Time 1 (1 week before training period); Time 2 (1 week following training period)
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Secondary outcome [4]
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Inspection Time (Brown & Crewther, 2015)
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Assessment method [4]
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Timepoint [4]
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Time 1 (1 week before training period); Time 2 (1 week following training period)
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Secondary outcome [5]
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Eye movements (recorded using gazepoint 150Hz eye tracker) during rapid naming
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Assessment method [5]
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Timepoint [5]
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Time 1 (1 week before training period); Time 2 (1 week following training period)
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Eligibility
Key inclusion criteria
Children who meet criteria for specific learning disorder in reading (i.e., dyslexia) according to standard diagnostic criteria (DSM-5).
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Minimum age
7
Years
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Maximum age
13
Years
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Sex
Both males and females
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Can healthy volunteers participate?
No
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Key exclusion criteria
uncorrected visual abnormalities, neurodevelopmental, neurological, psychiatric and medical disorders other than Dyslexia (also referred to as specific learning disorder in reading OR reading disorder).
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Study design
Purpose of the study
Treatment
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Allocation to intervention
Randomised controlled trial
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Procedure for enrolling a subject and allocating the treatment (allocation concealment procedures)
Allocation was not concealed
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Methods used to generate the sequence in which subjects will be randomised (sequence generation)
computerised random sequence generation
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Masking / blinding
Blinded (masking used)
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Who is / are masked / blinded?
The people receiving the treatment/s
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Intervention assignment
Parallel
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Other design features
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Phase
Not Applicable
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Type of endpoint/s
Efficacy
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Statistical methods / analysis
Separate MANCOVA’s will be used to determine differences between the three groups (un-manipulated AVG training, eye-movement-controlled AVG training, control group) while co-varying for time (scores at baseline assessment), on the dependent variables - 1) reading ability (accuracy, rate, comprehension, fluency); 2) rapid naming (CTOPP-2); 3) visuo-attention (as measured by inspection time, flicker fusion and flickering E tasks); and 4) eye movements.
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Recruitment
Recruitment status
Completed
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Date of first participant enrolment
Anticipated
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Actual
9/10/2017
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Date of last participant enrolment
Anticipated
31/01/2019
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Actual
1/11/2018
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Date of last data collection
Anticipated
28/02/2019
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Actual
30/11/2018
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Sample size
Target
60
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Accrual to date
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Final
60
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Recruitment in Australia
Recruitment state(s)
VIC
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Funding & Sponsors
Funding source category [1]
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University
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Name [1]
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La Trobe University
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Address [1]
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Kingsbury Drive, Bundoora VIC 3086, Australia
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Country [1]
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Australia
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Primary sponsor type
University
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Name
La Trobe University
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Address
Department of Psychology and Counselling, La Trobe University VIC 3086
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Country
Australia
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Secondary sponsor category [1]
300324
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None
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Name [1]
300324
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Address [1]
300324
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Country [1]
300324
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Ethics approval
Ethics application status
Approved
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Ethics committee name [1]
301558
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La Trobe Univeristy Human Ethics Commitee
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Ethics committee address [1]
301558
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Human Ethics Commitee, La Trobe University VIC 3086
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Ethics committee country [1]
301558
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Australia
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Date submitted for ethics approval [1]
301558
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15/11/2016
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Approval date [1]
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13/12/2016
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Ethics approval number [1]
301558
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UHEC16-121
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Summary
Brief summary
This study aims to assess the efficacy of action video games (AVGs) in improving reading outcomes in children with dyslexia. Novel research in this area indicates that AVGs may be effective in improving reading because they improve spatial and temporal attention, which are known to be impaired in individuals with dyslexia. This is important because current treatment options do not benefit everyone and are often time-intensive, so alternative strategies are desperately needed. The study will use two AVG training protocols. One intervention group will play AVGs on a PC using a computer mouse. The other intervention group will use eye tracking to play the AVG with their eye movements. The manipulation between AVG training protocols will help us to better identify what processes may assist AVGs in improving reading. It is predicted that text reading skills will improve after only 2 weeks of AVG training, as compared to standard care treatment, in children with dyslexia.
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Trial website
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Trial related presentations / publications
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Public notes
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Contacts
Principal investigator
Name
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Ms Jessica Peters
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Address
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Department of Psychology and Counselling, La Trobe University VIC 3086
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Country
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Australia
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Phone
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+61 394792290
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Fax
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Email
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[email protected]
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Contact person for public queries
Name
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Jessica Peters
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Address
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Department of Psychology and Counselling, La Trobe University VIC 3086
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Country
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Australia
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Phone
87383
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+61 394792290
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Fax
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Email
87383
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[email protected]
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Contact person for scientific queries
Name
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Jessica Peters
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Address
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Department of Psychology and Counselling, La Trobe University VIC 3086
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Country
87384
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Australia
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Phone
87384
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+61 394792290
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Fax
87384
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Email
87384
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[email protected]
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Data sharing statement
Will individual participant data (IPD) for this trial be available (including data dictionaries)?
No
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No/undecided IPD sharing reason/comment
not within ethics approval.
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What supporting documents are/will be available?
No Supporting Document Provided
Results publications and other study-related documents
Documents added manually
No documents have been uploaded by study researchers.
Documents added automatically
Source
Title
Year of Publication
DOI
Embase
Action video game training improves text reading accuracy, rate and comprehension in children with dyslexia: a randomized controlled trial.
2021
https://dx.doi.org/10.1038/s41598-021-98146-x
N.B. These documents automatically identified may not have been verified by the study sponsor.
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