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Original Article

Development, feasibility and acceptability of a gamified cognitive DEvelopmental assessment on an E-Platform (DEEP) in rural Indian pre-schoolers – a pilot study

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Article: 1548005 | Received 14 Jul 2018, Accepted 07 Nov 2018, Published online: 11 Jan 2019

Figures & data

Table 1. Demographic and prior smartphone exposure details of participants in the three sets of household visits that were conducted in this study.

Table 2. Summary of the iterative process of game development.

Figure 1. Cognitive domains tested by each game.

Figure 1. Cognitive domains tested by each game.

Table 3. The games used in the assessment.

Figure 2. Performance of children on beta version the games during pilot study (n = 100); L1-L6 represent increasing difficulty levels within each game. (a) Number of children reaching game levels for all games. LR is not represented since it was integrated within the narrative and thus all children played all levels; (b) Mean accuracy as percentage correct taps/drags across game levels (error bars are standard error means); (c) Mean completion time for HO, OOO, MS and JIG (error bars are standard error means). Data for ST, AT, PB and GYG is not represented (see results for reasons). (d) Histograms of accuracy and completion time in LR.

Figure 2. Performance of children on beta version the games during pilot study (n = 100); L1-L6 represent increasing difficulty levels within each game. (a) Number of children reaching game levels for all games. LR is not represented since it was integrated within the narrative and thus all children played all levels; (b) Mean accuracy as percentage correct taps/drags across game levels (error bars are standard error means); (c) Mean completion time for HO, OOO, MS and JIG (error bars are standard error means). Data for ST, AT, PB and GYG is not represented (see results for reasons). (d) Histograms of accuracy and completion time in LR.

Table 4. Qualitative interview results.