- Study Protocol
- Open access
- Published:
Japi 2.0, a gaming platform to stimulate cognitive and non-cognitive skills in early childhood: protocol for a pilot randomized controlled trial
Pilot and Feasibility Studies volume 11, Article number: 5 (2025)
Abstract
Background
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 have developed Japi 2.0, the second iteration of a gaming platform, to stimulate cognitive and non-cognitive skills in early childhood, supported by early years educators using a web-based dashboard integrated into one system. This study aims to assess the acceptability and feasibility of this gaming platform and web-based dashboards.
Methods
This is a pilot randomized controlled trial, parallel-group type, where the school-based implementation of “Japi 2.0” training is compared to standard school curricula in control schools. A total of six schools with low socio-economic status located in the city of Santiago, Chile, are expected to be recruited and randomized with 1:1 allocation. Japi 2.0 has 24 sessions, and 2 sessions of 15 min per week are delivered for 12 weeks. Measures will be conducted using different instruments with children, parents, and early years educators to gain insight into their acceptance of the intervention and the development of cognitive and non-cognitive skills.
Discussion
This is a randomized control trial to assess the acceptability and feasibility of a gaming platform called “Japi 2.0” among preschoolers in Chile. This platform stimulates cognitive and non-cognitive skills with the final objective of reducing emotional and behavioral problems in early childhood. Evaluating the acceptability and feasibility of this technological solution for children is expected to produce relevant information about these novel designs. It may help guide future studies, such as a randomized controlled trial on a larger scale.
Trial registration
Clinical Trials NCT06420544, May 20, 2024 [https://www.clinicaltrials.gov/study/NCT06420544].
Background
Mental health disorders are among the leading causes of the Global Burden of Disease [1], and their relative importance is predicted to rise globally. During the COVID-19 pandemic, this scenario has worsened globally. One systematic review has shown that pooled estimates obtained in the first year of the COVID-19 pandemic suggest that 25.2% (95% CI, 21.2–29.7%) of youth globally are experiencing clinically elevated depression symptoms, while 20.5% (95% CI, 17.2–24.4%) of youth are experiencing clinically elevated anxiety symptoms [2]. These pooled estimates, which increased over time, double the prepandemic estimates [3, 4].
On the other hand, scientific evidence has recently indicated that stimulating cognitive and non-cognitive skills in the first years of life promotes general development and has a beneficial long-term impact on health [5, 6] and different economic indicators [7,8,9]. Adequate development of executive functions early in life predicts better self-regulatory capacity later [10]. Executive functions, involving the regulation and control of cognitive processes, are closely linked to skills leading to better problem-solving, task persistence [11], self-esteem, school performance [12,13,14], and better social adjustment with a reduction in aggressive and other behavioral problems [15, 16].
Significant evidence shows that structural and functional plasticity in many brain core centers involved in executive functions and self-regulatory processes develops rapidly during early childhood [17, 18]. However, much of this evidence that led to interventions comes from studies in the USA and Europe of other developed countries, such as the High/Scope Perry Preschool Study [19], the Abecedarian Project [20, 21], Head Start [22, 23], and Early Head Start [23]. Many of these interventions were costly and difficult to implement. Nevertheless, Latin America has been trying to stimulate basic psychosocial skills early in life [24]. Locally in Chile, there is also evidence from other school programs that psychosocial skills are associated with better educational outcomes [25].
In addition, the evidence suggests that children from low-income families may begin the preschool stage with less development of academic (such as pre-calculus and initial language) and non-academic skills (such as emotional, social, and health competence in general) when compared with children from higher-income families [26]. These differences would increase socio-emotional, educational, and health disparities in the long term [15]. Adding to this the evidence that critical aspects of human development occur between 3 and 7 years, such as the recognition of emotions, behavior and emotion regulation [27, 28], and the development of executive functions [29, 30], it is essential to work with children who have greater economic vulnerability and to stimulate these skills early.
The penetration of new technologies (smartphones, tablets, wearable devices) may help overcome the abovementioned disparities. Technology use is increasing worldwide, opening unimaginable opportunities to advance this field, mainly due to the effects of the COVID-19 pandemic [31].
The digital revolution is evolving with an unprecedented explosion of technology development to transform mental health care delivery. With its emphasis on computing power and mobile technology [32], these platforms are becoming the medium through which assessment and intervention occur [32]. The COVID-19 pandemic has fast-forwarded the use of technology in mental health care, with the possibility of scaling up access to mental health interventions, especially after the COVID-19 pandemic [31].
Technological platforms offer an incredible opportunity to reach underserved and remotely located populations. Additionally, gaming-based interventions provide an excellent opportunity to engage young kids and deliver early-life interventions at a low cost and on a large scale [13]. The use of games in the educational sector is broad and continues to grow. There is good evidence that using educational games among preschool kids is feasible [13, 33,34,35,36]. There are recommendations for the features apps need to have to promote learning and creativity among children [37]. We are unaware of other tablet-based games for young children aiming to stimulate several cognitive (e.g., working memory, inhibitory control) and non-cognitive skills (e.g., self-regulation and social problem-solving) within one unified game. Furthermore, technology also allows the capture of large amounts of data, which helps to understand better the mechanisms whereby skills are learned and the pathways to a larger impact later in life. If these interventions effectively strengthen skills vital to improving health, social, and economic outcomes, the gains for society could be substantial.
In this project, we developed the second iteration of a gaming platform to stimulate cognitive and non-cognitive skills in early childhood. Japi 1.0, the first iteration, was created for the research team to stimulate two cognitive (working memory and inhibitory control) and two non-cognitive skills (emotion recognition and social competence). There were ten sessions where children aimed to play throughout eight activities and five tasks per activity: four stimulating either working memory or inhibitory control and four stimulating emotion recognition or social competence. Each session was planned to last 20 min. The audio instructions were recorded using professional actors and inserted into the sessions. The results still need to be published. This iteration helped to get an insight into the game’s usability and the time required to complete the sessions. We found that sessions lasted more than 20 min, which resulted in a reduction of attention in the final tasks. Therefore, we decided to split each session into two with four activities each, becoming Japi 1.5 [38] with 20 sessions in total, expecting to have sessions of no more than 15 min. In a recent RCT of this iteration, promising results showed that students in the intervention group had a better development of inhibitory control and emotion recognition than those in the control group [39].
Later, we decided to include new skills incorporating planning as a cognitive skill and empathy as a non-cognitive skill. To give space to the latest skills, we selected the most acceptable 1616 sessions from Japi 1.5 and created eight new sessions, each stimulating planning and empathy in four activities per session. Therefore, Japi 2.0 has 24 sessions, each aimed at lasting 15 min.
Considering all this, this study aims to assess the acceptability and feasibility of this gaming platform and web-based dashboards.
Methods
Study design and setting
This is a pilot randomized controlled trial, parallel-group type, in which “Japi 2.0”, a gaming platform that stimulates cognitive and non-cognitive skills in early childhood, is compared to standard school curricula in control schools. Six schools with low socio-economic status, located in Santiago, Chile, are expected to be recruited and allocated 1:1 stratified by school size (Strata 1: schools with one class and Strata 2: schools with two classes) to ensure balanced groups.
We will evaluate the acceptability and feasibility of this intervention, including measuring skills and behavioral outcomes. We will use a mixed-method design to understand better the factors that might facilitate or interfere with its delivery and acceptability.
Inclusion criteria for schools
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1)
Schools located in Santiago (Chile).
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2)
Schools with Preschool Education.
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3)
Mixed-sex schools.
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4)
Schools with high vulnerability (≥ 75%), as stated in the School Vulnerability Index – National System of Equality Allocation (IVE-SINAE). This index is the proportion of students in a given school with high vulnerability, considering socioeconomic variables such as the mother’s educational level, the father’s educational level, and total monthly household income, among others [40].
Exclusion criteria for schools
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1)
Three or more classes in Preschool. This criterion was considered for economic and practical reasons.
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2)
Implementing a manualized program to promote cognitive or social-emotional skills.
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3)
Participating in a similar study.
Inclusion criteria for students
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1)
Children attending pre-kindergarten (aged around 4 years old).
Exclusion criteria for students
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1)
Children with intellectual disability.
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2)
Children unable to understand and speak Spanish.
Intervention
Those children in the intervention group will play with the gaming platform “Japi 2.0” using a tablet device with headphones at a designated time given by school authorities. Research Assistants (RAs) will be present in the classroom each session. At the beginning of the session, the RA will provide brief general instructions, such as being careful when using tablets and headphones to play “Japi 2.0” and asking students questions regarding what skills they learned in the last session. During the session, if the students have questions, they will be asked to raise their hands, and the RA will help them. At the end of the session, RA will gather the students in a circle and will ask them what they have learned and how they can use it daily. Early Year Educators will be present in each session and will be asked to help with the discipline and motivation of the students.
The intervention has 24 sessions, and two sessions of 15 min will be delivered each week for 12 weeks. Each session will have four activities and five tasks per activity with increasing difficulty levels. Sessions 1 to 8 are focused on emotional recognition (e.g., students are asked to complete the drawing of a face of children according to the requested emotion by the instructions) and inhibitory control (e.g., while appearing different moving objects with faces expressing various emotions in the screen, the instruction to students indicates to touch a requested image with a specific emotion and not to touch the other images with other emotions). Sessions 9 to 16 focus on working memory (e.g., students are asked to place objects in a designated area on the screen in the same order as they were heard in the instructions) and social competence (e.g., students are asked to assess several social interactions and have to select which of the images show a social problem). Sessions 17 to 24 promote empathy (e.g., students are asked to evaluate several scenarios and relate those scenarios with specific emotions shown by people) and planning skills (e.g., students are asked to select the tools necessary to perform an activity, such as gardening or brushing their teeth).
Control
The control group receives standard school curricula, which is not a manualized intervention. The Ministry of Education provides the standard curriculum as a guideline called “Curricular Bases for Kindergarten Education” [41], which includes pre-kindergarten directions to Early Year Educators regarding emotion regulation and planning to implement in class.
General objective
This study aims to assess the acceptability and feasibility of a gaming platform that improves cognitive and non-cognitive skills in early childhood at schools with high socio-economic vulnerability. Early Years Educators would support the platform using a web-based dashboard integrated into a whole system housed on a local server.
Specifics objectives
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1.
To assess the acceptability of the gaming platform, the web-based dashboards, and the measurements by students and Early Year Educators.
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2.
To assess the feasibility of implementing this intervention using this gaming platform and the measurements among preschool children with Early Year Educators’ assistance in Chile.
Outcomes and data collection
Baseline assessments will include socio-demographic data obtained from the parents.
Primary outcome
Acceptability
The acceptability will be evaluated by establishing how this intervention program is received by students and Early Year Educators and to what extent this intervention responds to the needs of this target population. Specifically, acceptability will be evaluated using surveys that will be answered at the end of the interventions by students and Early Year Educators. Among Early Year Educators, the survey will include questions regarding the fidelity of the implementation (e.g. “How many sessions children were able to play during the week?” “Did you use the web-based dashboard to learn the progress of children?” “How many minutes did you use to support each child during the week?”, “Was this session’s activity interesting/relevant?”, “Did you like the session?”, “What did you like the most?” and “What did you like the least?”). We will also ask for their opinions about potential changes to be included in the future (e.g., “In your opinion, is there something you would change/replace/include?”). The answers to these surveys will be used to improve the sessions in future research. Finally, there will also be a brief assisted survey for the students. It will include questions such as “What did you like most about the game?”, “How did you feel playing the game? and “How did you feel using headphones?”.
Feasibility
The feasibility will be evaluated by measuring the achievement of the study’s objectives and by making a detailed assessment of whether it is possible to develop an evaluation of effectiveness in a study on a larger scale. For this purpose, data will be collected on the number of eligible schools, those contacted, and those who agree to participate. Data will also be collected on the number of students, parents, and Educators contacted and those who consent and agree to participate. Data will also be collected on the time needed to complete the surveys, student assessment tests, and participants’ loss.
Success criteria for feasibility
Feasibility will be considered acceptable if the consent rate is ≥ 70% (over the school enrolment), the completion rate for pre-test assessments is ≥ 70% (over the consented students), and the completion rate for post-test assessments is ≥ 60% (over the consented students).
Secondary outcomes
Working memory
We will use two measures:
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1)
Corsi Blocks Test [42]. This test assesses visuospatial short-term working memory. It involves repeating a sequence of up to nine identical spatially separated blocks on a screen. The sequence starts out simple but becomes more complex until the subject’s performance declines. It has shown good psychometric characteristics among school children with a reliability mean coefficient of 0.74 (odd–even corrected by the Spearman-Brown) [43]. Pre-kindergarteners take around 7 min to complete this test.
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2)
Auditive Working Memory test [44]. A sequence of audio messages of increased difficulty is presented, and the child is requested to remember these messages. The test is completed when the child has attempted to repeat the full set of 21 messages. It has shown good psychometric characteristics with reliability correlation coefficients for test–retest scores of 0.77 for 5-year-old children [44]. Pre-kindergarteners take around 5 min to complete this test.
Inhibitory control
We will use the Hearts and Flowers task [45], a hybrid combining elements of Simon and spatial Stroop tasks. This test consists of three consecutive tasks; in the first block, the person must press a key on the same side on which a heart appears (congruent block); in the second task, they must press a key on the opposite side of which a flower appears (incongruent block). Finally, there is a mixed block in which hearts and flowers appear randomly. The individual must follow two rules simultaneously, depending on the stimulus that appears, forming a mixed block [46]. It requires working memory and inhibition control. Pre-kindergarteners take around 10 min to complete this test.
Emotion recognition
We will use the Assessment of Children’s Emotions Skills (ACES) [47]. It consists of a facial expressions task aiming to evaluate emotion expression knowledge and whether the subjects exhibit any anger bias. The 26-item scale consists of color photographs of ethnically diverse elementary schoolchildren depicting four expressions of each of the four basic emotions (happy, sad, angry, and scared) and 10 images of children without obvious facial expressions [48, 49]. The examiner shows the child the photographs one at a time and each time asks, “Is the child in the picture happy, sad, angry, or scared?” Then, the examiner registers the child’s answer. The emotion accuracy score reflects how many items the children answer correctly, and the anger bias score is the percentage of time the children incorrectly identify the faces as displaying anger [50]. Recently, it has shown acceptable psychometric characteristics with reliability among 6-year-old children with Cronbach’s α 0.64 [51]. Pre-kindergarteners take around 10 min to complete this test.
Social competence
We will use the Challenging Situations Task (CST) [52]. This instrument evaluates the ability of children to solve social problems. The children are presented with six vignettes that describe problems between peers. Following the presentation of each challenging situation, four pictures of happy, sad, angry, and neutral affect are presented in random order. The child is asked to point to the picture that best describes how they feel when [this situation] happens. Then, four pictures of behavioral responses (prosocial, aggressive, manipulation of others' feelings, and avoidant) are presented in random order, and the child is asked, “What do you do [in this situation]?” The answers are categorized into four possibilities: prosocial, aggressive, cry, and avoidant. Scores for affective and behavioral responses used are the number of times each effect, and each behavioral response is chosen by each child across the six situations. It has shown acceptable psychometric characteristics of internal consistency with mean inter-item correlations among 4-year-old children ≥ 0.29 [52]. Pre-kindergarteners take around 10 min to complete this test.
Empathy
We will use The Empathy Scale for Children (ESC) [53], a tool developed for measuring children’s empathic skills. The scale consists of 12 essays with picture cards about four basic emotions (happiness, sadness, anger, and fear) and cards about facial expressions, where, for example, a facial expression of a character is missing under a situation, and the evaluated child matches this with emotion. The higher the score, the better the skill. It has shown good psychometric characteristics with reliability correlation coefficients for test–retest scores of 0.89 for 4 to 6-year-old children [53]. Pre-kindergarteners take around 5 min to complete this test.
Cognitive planning
We will use The Tower of London, developed by Shallice (1982), based on the pre-existing Tower of Hanoi [54]. This instrument is applied to children through individual interviews. The participant’s task is to convert the initial position of the balls to the position demonstrated by the evaluator. Ball movements are limited because pegs differ in terms of the maximum number of balls they can hold at any time, and participants cannot move more than one ball at a time. The higher the score, the better the skill. It has shown good psychometric characteristics among school children, which correlate to other executive function tools, with Pearson coefficients ranging from 0.40 to 0.48 [54]. Pre-kindergarteners take around 12 min to complete this test.
Behavioral problems and psychological assessment
We will use two measures:
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1)
The Strengths and Difficulties Questionnaire (SDQ) [55] is widely used in Chile [56, 57]. This 25-question questionnaire explores different symptoms grouped into 5 sub-scales (with 5 items each): (1) emotional symptoms, (2) behavioral problems, (3) problems with peers, (4) symptoms of lack of attention and hyperactivity, and (5) prosocial skills. The first four sub-scales refer to difficulties that children may have and may be grouped together in a general sub-scale of difficulties (20 items). The sub-scale of prosocial skills refers to positive and adaptive behaviors in social relationships. Each item is answered on a scale of responses from 1 = not true to 3 = absolutely true. There is a version for Educators and parents (to evaluate children from 4 to 16 years old) and a self-report for teenagers (ages 11 to 16 years old). It has been widely used [58] and has shown good psychometric characteristics with Cronbach’s α 0.73 [59]. The Educators’ and parents’ versions of this instrument will be used.
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2)
The Eyberg Child Behavior Inventory (EBCI) [60]. The ECBI is a behaviourally specific rating scale that assesses the current frequency and severity of disruptive behaviors in the home setting, as well as the extent to which parents find the behavior troublesome. It provides two measures: frequency of disruptive behaviors (intensity score) rated on 7-point scales and number of disruptive behaviors that parents list as problematic (problem score). The ECBI has a high internal consistency for the Intensity Scale (r = 0.95) and for the Problem Scale (r = 0.94) [60, 61]. By evaluating the variety and frequency of behaviors commonly exhibited by all children, the instrument distinguishes normal behavior problems from conduct-disordered behavior in children and adolescents. The established cutoff scores of 127 for the Intensity Scale and 11 for the Problem Scale have been validated in clinical studies for young children [62].
Recruitment
To achieve adequate school enrolment and sample size, research assistants will contact and inform school authorities about the study’s purpose, requirements, randomization, and duration. Regarding randomization, it will be explained that schools allocated to the intervention group will receive “Japi 2.0” as part of their curriculum, while control schools will implement the standard curriculum.
After the school authorities accept participating in the study and sign an agreement form, parents will receive the Informed Consent Form, which they must sign if they agree to let their children participate. Finally, RAs will inform the students about the study and ask them to give verbal assent confirming their participation.
As the program is part of the school curriculum, students in the intervention group who are present in the classroom will participate in all sessions. However, they can interact with the game during this allocated time. Additionally, they can leave the study if they wish to do so without any consequences. Their information and collected data before this withdrawal decision will not be analyzed. On the other hand, the control group will keep its condition during the whole trial.
Randomization and allocation
Randomization will be performed once all schools are recruited. Using computer-generated randomization, schools will be randomly assigned to either group with a 1:1 allocation. Allocation to intervention and control groups will be stratified by school size (Strata 1: one class and Strata 2: two classes) to ensure balanced groups. After the randomization and allocation, schools will be informed by an RA of the group of belonging by email and confirmed by telephone.
Blinding
The main measurements include questions specific to the intervention (acceptability and feasibility outcomes), so children or Educators cannot be blind to these measurements. However, for the secondary outcomes, the team of evaluators will be blind to the groups that schools were assigned to.
Participant timeline
The participant timeline starts in May 2024 with enrolment and ends in December 2024 with dissemination. A general version is presented in Fig. 1: Study flow diagram, and a detailed version is in Table 1.
Plans to promote participant retention and complete follow-up
During recruitment, the schools, students, and their families will receive extensive information about the study setup and requirements. This information will include and stress the importance of completing follow-up. From the start of implementing the assessments and the lessons of “Japi 2.0,” students will be reminded of the value of their active participation throughout the whole project. Throughout the follow-up period, the researchers will check responses and, if necessary, contact schools and participants to complete their follow-up.
Data management and confidentiality
Data will be encrypted to protect identifying information (each participant will be assigned an ID number). Only the statistician will have access to the database. Data management will be monitored by the Scientific and Ethical Committee of Universidad de los Andes. The results of this research will be presented in international peer-reviewed journals. Both positive and negative results will be reported. An executive summary of the results will be given to school authorities.
Provisions for trial care
There is no potential harm or damage in this trial. The intervention group will receive an evidence-based intervention, and the control group will receive the usual educational curriculum. However, any situation that compromises participants’ physical and psychological integrity during the sessions or assessments related to the project will be mitigated by the RA present in the classroom, providing immediate notice to the Early Year Educator so that she/he can activate the school's internal protocol for handling physical or psychological distress. The RA will register in a pre-design form the adverse situation. The Principal Investigator and Project Coordinator will manage this information, and if necessary, they will contact school authorities to handle this situation.
If the study needs substantial amendments, all of them will be notified to the Scientific and Ethical Committee of Universidad de los Andes. In case amendments concern or affect participants in any way, they will be informed about the changes. If needed, additional consent will be requested and registered. Also, online trial registries will be updated accordingly.
Sample size
It has been suggested that n = 30 is an acceptable size for a pilot study [63]. Others have indicated at least n = 12 per group, equivalent to n = 24 for a traditional two-group study [64] or other estimates [65]. However, if we want to estimate the main study´s standard deviation and effect sizes between 0.4 and 0.6, we should probably seek a sample size of at least 50 (for 95% confidence) [66]. In the current pilot study, we expect to invite to participate at least 20 children in each of the 6 schools. This will give us 60 children in each of the 2 arms and a total of 120 children in the study.
Statistical methods for primary and secondary outcomes
General school features (size, number of teachers, etc.) will be used to compare participating schools with those who were invited but did not participate. Additionally, descriptive statistics will compare the two arms at baseline.
Primary outcomes
Acceptability
We will describe the frequencies of the degree of agreement with several statements by Early Year Educators regarding acceptability in the following aspects: general and implementation acceptability, usefulness, and satisfaction. Additionally, we will extract qualitative data from the educators´ surveys in relationship to the positive and negative perceptions of the intervention.
Feasibility
We will present the number of schools and students participating at each study stage, and the response rate for baseline and after-intervention surveys. In addition, we will present the frequencies of the number of sessions played, activities completed, and levels reached by the students.
Secondary outcomes
The analysis will be conducted on an intention-to-treat basis. We will use linear mixed-effects model analysis to compare the intervention and control groups regarding the change in outcome measures from baseline to post-intervention. Considering the hierarchical structure of the data and the cluster effect, a multilevel modeling approach will be followed to analyze the data. To address the small number of clusters, we will apply a degree of freedom correction using the Kenward-Roger approximation [67]. This correction ensures more accurate estimates of standard errors and improves the validity of the statistical inferences. We plan to present effect estimates, 95% confidence intervals, and intracluster correlation coefficients (ICCs) to provide a comprehensive understanding of the findings. Data will be analyzed with Stata 17.0.
Discussion
The proposed study is a pilot Randomized Controlled Trial aiming to test a game platform (“Japi 2.0”) to stimulate cognitive and non-cognitive skills in early childhood in Chile.
This study evaluates the acceptability and feasibility of this newly developed platform game called “Japi 2.0” among pre-kindergarteners in the school context using a tablet device. The intervention promotes cognitive and non-cognitive skills such as working memory, inhibitory control, cognitive planning, emotion recognition, social competence, and empathy. Furthermore, it is theorized that it may reduce emotional and behavioral problems.
Latin America has been implementing initiatives aiming to stimulate basic psychosocial skills early in life [24]. However, few studies have been conducted in Chile to examine cognitive and non-cognitive skills in children [25, 68, 69], and only one of them has targeted early childhood [69]. None of them have integrated several skills in one single intervention.
The study has several strengths. First, the intervention has had several iterations, which have improved its functionality and usability, making it more appealing to preschoolers. Second, the intervention was designed to be accessible and cost-effective for vulnerable schools by using one integrated technological system that included a platform game that stimulates several skills at once. Third, the inclusion of six vulnerable schools in the study will help increase the trial’s external validity [70]. Fourth, implementation in the school context may raise engagement among students and secure future sustainability [71]. Finally, evaluating and monitoring a technological solution for children is expected to produce relevant information about these novel designs and may help guide future studies, including a future randomized controlled trial on a large scale. This larger trial will test the effectiveness of a more refined intervention considering all the possible improvements suggested by the students, Early Year Educators, and parents/caregivers. However, implementation challenges related to the tablets availability in the schools and how much support Early Year Educators will need to conduct the intervention in real scenarios.
There are, however, some potential limitations. First, there might be a risk of difficulty in recruiting enough schools for the pilot study. To minimize this risk, we will prepare the recruitment carefully and inform the schools in good time, using the excellent networks of the research team members. Second, parents or main caregivers are more reluctant to participate in research, as has been shown elsewhere [72], so there is a risk of not completing the expected sample size of students per school. To reduce this risk, we will participate in parent meetings at school to provide as much information as parents need to incentivize their participation. Third, there is a risk of low implementation quality in schools recruited into this pilot study. To avoid this threat, we will arrange face-to-face training sessions with the school personnel to motivate them to implement “Japi 2.0” as intended, as well as ongoing support and coaching during the implementation process. Finally, preschool children who have spent more time using touchscreen tablets had better accuracy rates and faster reaction time in attentional tasks [73]. Therefore, previous experience and familiarity with this technology may influence the outcomes.
The results of this research will lay the foundations for future programs to learn how young children acquire skills, how the developing brain works, whether or not these skills predict future outcomes, and how these interventions can be scaled up in a larger randomized controlled trial.
Data availability
The datasets produced during the current study will be available from the corresponding author on request.
Abbreviations
- IVE-SINAE:
-
School Vulnerability Index–National System of Equality Allocation
- RA:
-
Research Assistant
- ACES:
-
Assessment of Children’s Emotions Skills
- CST:
-
Challenging Situations Task
- SDQ:
-
The Strengths and Difficulties Questionnaire
- ECBI:
-
The Eyberg Child Behavior Inventory
- ESC:
-
The Empathy Scale for Children
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Acknowledgements
We thank all students, parents/main caregivers, school authorities, and staff who will contribute to this project.
Funding
This research is funded by the National Research and Development Agency [ANID]. Unique ID: FONDEF ID22I10126, and by ANID–Millennium Science Initiative Program–NCS2021_081. The funding body does not play a role in the design of the study, data collection, analysis, interpretation, or writing of the manuscript.
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JG, CR, and RA conceived the study, led the proposal, protocol development, study design, and methodology. SR, VR, and NR contributed to developing the protocol and methodology. All authors read and approved the final manuscript.
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Gaete, J., Ramírez, S., Rojas-Barahona, C.A. et al. Japi 2.0, a gaming platform to stimulate cognitive and non-cognitive skills in early childhood: protocol for a pilot randomized controlled trial. Pilot Feasibility Stud 11, 5 (2025). https://doiorg.publicaciones.saludcastillayleon.es/10.1186/s40814-025-01593-w
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DOI: https://doiorg.publicaciones.saludcastillayleon.es/10.1186/s40814-025-01593-w