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.
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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