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ACTIVE NOT RECRUITING
NCT07308210
NA

Hybrid Computerized EF Training Using Virtual Human Stimuli for Autism

Sponsor: Education University of Hong Kong

View on ClinicalTrials.gov

Summary

The goal of this pilot clinical trial is to learn the preliminary feasibility and efficacy of a home-based hybrid computerized executive function (EF) training program using social stimuli for autistic individuals. The main questions it aims to answer are: 1. Does hybrid EF training using virtual human stimuli improve the EF and symptoms of autistic individuals? 2. What are the parents' attitudes toward the training program? Researchers will compare changes in EF task performance and parent-report autistic symptoms and investigate parents' responses on a feedback questionnaire after autistic individuals undergo two weeks of training. Participants will: 1. Undergo computerized training at home five 30-minute sessions a week, for two weeks 2. Visit the university campus before and after the training program to undertake an assessment

Official title: Developing a Home-based Executive Function Training Program for Autistic Individuals

Key Details

Gender

All

Age Range

8 Years - 17 Years

Study Type

INTERVENTIONAL

Enrollment

15

Start Date

2024-05-02

Completion Date

2027-12-31

Last Updated

2025-12-29

Healthy Volunteers

No

Interventions

BEHAVIORAL

Hybrid computerized executive function training

The Face-Judgment game trains shifting through 33 trials where players judge a face's sex or emotion based on cues. Trials include repeat or switch judgments, with cue durations decrease from 1,000 ms to 200 ms to increase difficulty. Performance metrics include mean switch RT and switch cost RT for adjusting difficulty. The Gaze-Arrow game enhances inhibition by requiring players to process gaze direction amidst distractors. Each round has 32 trials with faces and arrows pointing left or right. Arrow pairs increase from 1 to 5 across levels, increasing interference in incongruent trials, where gaze and arrow directions mismatch. Players judge gaze direction; performance is measured by mean incongruent RT and interference score. The Running Memory game trains working memory by having players recall face identities from n trials earlier, with n increasing from 1 to 5. Afterward, players select the face matching the cue from five options, with accuracy guiding level adjustments.

Locations (1)

The Education University of Hong Kong

Hong Kong, Hong Kong