This project aims to validate an EEG-based brain-computer interface (BCI) game as a cognitive assessment tool for children with motor impairments. Traditional cognitive assessments often rely on motor responses, which may underestimate the abilities of children with limited mobility. By using BCI technology, which captures brain activity directly, the study seeks to bypass these limitations and offer a more inclusive, engaging, and accurate assessment method. The research consists of three papers: 1. Pilot Study: Tests the feasibility of the BCI game, comparing BCI and keyboard controls, and examines alignment with NEPSY-II cognitive subtests. 2. Validation Study: Investigates the convergent validity of the BCI game in typically developing children by correlating game performance with standardized cognitive test scores. 3. Adaptation Study: Compares game performance between neurotypical children and children with motor impairments to evaluate the game's inclusivity and adaptability. The project utilizes the Emotiv Flex 2 EEG system and focuses on cognitive domains such as attention, working memory, and inhibition. The ultimate goal is to develop a reliable, equitable tool for assessing cognition in children with diverse motor abilities.
Study Type
OBSERVATIONAL
Enrollment
73
Cognitive assessment using BCI-game
Standardized cognitive assessment
University of Alberta
Edmonton, Alberta, Canada
NOT_YET_RECRUITINGUniversity of Alberta
Edmonton, Alberta, Canada
RECRUITINGNeuropsychological assessment (NEPSY-II)
The NEPSY-II (A Developmental Neuropsychological Assessment, Second Edition) is a standardized cognitive assessment for children aged 3-16 years. It evaluates multiple domains of cognitive functioning, including Attention and Executive Functioning, Memory and Learning, and Visuospatial Processing. Each subtest yields a scaled score ranging from 1 to 19 (mean = 10, SD = 3) and domain-level standard scores (mean = 100, SD = 15). Higher scores indicate better cognitive performance.
Time frame: "Baseline (Day 1): NEPSY-II will be administered during the single study session at the same visit as the BCI game."
BCI game metrics
The BCI-controlled adventure-style game is designed to assess cognitive domains including attention, working memory, and inhibitory control. Participants navigate a virtual environment by turning left or right using brain-computer interface control based on steady-state visually evoked potentials (SSVEP). Coins collected reflect the participant's sustained attention and working memory by requiring consistent focus and memory of task-specific rules (e.g., avoiding certain coin colors). Obstacles avoided reflect inhibitory control by requiring participants to suppress automatic responses and adapt to changing task demands. Each metric is a count variable (0-maximum possible in the game), where higher values indicate better cognitive performance.
Time frame: Baseline (Day 1; during the single study visit)
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