Mental health disorders are one of the leading causes of illness globally. The importance of psychosocial skills acquired in early childhood, such as executive functions, inhibitory control, emotional regulation, and social problem-solving, in preventing mental disorders has been reported. Furthermore, mental health care delivery is evolving, and mobile technology is becoming the medium for assessment and intervention. We developed Japi 1.0, a video game, to stimulate cognitive and non-cognitive skills in early childhood. This study aims to assess the functionality of this video game, student engagement and behavior, classroom climate, the feasibility of the implementation of the study and to explore the impact of the video game on the development of cognitive and non-cognitive skills.
Age range
4 Years – 6 Years
Sex
ALL
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AI-rewrites the medical criteria so a patient or caregiver can understand them. Always confirm with the trial site.
Bring these to your next appointment. They're a starting point for a shared conversation — not a sign you qualify or a recommendation to enrol.
Generated to help you prepare — always confirm anything about your own eligibility and care with the study team and your doctor.
The trial coordinator is the person who runs the study day to day. These cover the practical side — logistics, costs, and what taking part would actually mean for your life. The study team confirms whether you meet the criteria; these are questions to ask, not a sign you qualify.
A starting point for the conversation — always confirm anything about your own eligibility, costs, and care with the study team and your doctor.
Functionality of video game: Mechanical errors
Timeframe: Through study completion, an average of 1 year
Functionality of video game: Failure to record data in the server
Timeframe: Through study completion, an average of 1 year
Poor student engagement
Timeframe: Through study completion, an average of 1 year
Feasibility: number of eligible schools
Timeframe: Through study completion, an average of 1 year
Feasibility: Participant recruitment
Timeframe: Through study completion, an average of 1 year
Feasibility: Attrition
Timeframe: Through study completion, an average of 1 year
Feasibility: Intervention duration
Timeframe: Through study completion, an average of 1 year
Feasibility: Time requirement needed for measurements
Timeframe: Through study completion, an average of 1 year
Feasibility: Student attandance
Timeframe: Through study completion, an average of 1 year