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Caribbean Quest
Caribbean Quest
https://doi.org/10.1007/s10803-020-04723-w
ORIGINAL PAPER
Abstract
This pilot study investigated the efficacy of a game-based cognitive training program (Caribbean Quest; CQ) for improv-
ing attention and executive function (EF) in school-aged children with Autism Spectrum Disorder (ASD). CQ is a ‘serious
game’ that uses a hybrid process-specific/compensatory approach to remediate attention and EF abilities through repetitive,
hierarchically graded exercises delivered in an adaptive format. Game-play is accompanied by instruction in metacognitive
strategies delivered by an adult trainer. Twenty children diagnosed with ASD (ages 6–12 years) completed 12 h of interven-
tion in schools over 8–10 weeks that was facilitated by a trained Research Assistant. Pre-post testing indicated near transfer
gains for visual working memory and selective attention and far transfer effects for math fluency. Exit interviews with par-
ents and school staff indicated anecdotal gains in attention, EF, emotion-regulation, flexibility, communication, and social
skills. Overall, this study provides preliminary support for the feasibility and potential efficacy of the CQ when delivered in
schools to children with ASD.
Keywords Autism · Attention training · Executive function training · Cognitive intervention · Process specific intervention ·
Metacognitive strategy teaching
Introduction
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Journal of Autism and Developmental Disorders
Gathercole 2006). Untreated attention and EF deficits can Robinson et al. 2014; Rueda et al. 2012; Thorell et al. 2009;
also potentially exacerbate primary symptoms of ASD and Titz and Karbach 2014; Verhaeghen et al. 2004; Westerberg
reduce some of the potential benefits gleaned from the clini- et al. 2007). Only a handful of interventions have integrated
cal interventions that target them (Kenworthy et al. 2009; cognitive rehabilitation into a ‘serious game’ design, which
Pugliese et al. 2015; Wallace et al. 2016). is one that uses video-game components to create engaging
The majority of cognitive interventions have traditionally learning experiences (Whyte et al. 2015). Serious games
been separated into two categories: process-specific (i.e., draw upon empirical research findings that suggest learn-
restorative; Kleim and Jones 2008; Sohlberg et al. 2003) ing is maximized when it occurs in relevant contexts that
and compensatory (Ylvisaker et al. 1998) approaches. engages learners (Catalano et al. 2014). Unfortunately, many
The process-specific approach aims to directly remediate existing game-based interventions that show near-transfer
an underlying cognitive deficit by capitalizing on princi- effects have shown little-to-no evidence of generalized gains
ples of experience-dependent neuroplasticity, whereby the (Whyte et al. 2015). Whyte et al. (2015) argue that in order
brain continuously remodels its neural circuitry in order to for serious games to be successful, there would have to be
encode new adaptive experiences and effect behavioural sufficient learning trials, an appropriate level of difficulty,
change (Kleim and Jones 2008; Mishra and Gazzaley 2014). and learning contexts provided that are more immersive and
Therefore, a cognitive function is targeted systematically and contextualized. Interventions that are delivered in naturalis-
repeatedly through massed practice and intensive exercise, tic settings that bridge computerized and real-life contexts
theoretically resulting in neural change via the strengthen- by involving other persons in the intervention process (e.g.,
ing of functional neural pathways that results in both broad parents, peers, practitioners) may facilitate better interven-
and specific gains in related behaviours (Kleim and Jones tion outcomes and greater likelihood of generalization (Wass
2008; Sohlberg et al. 2003). Training features thought to be and Porayska-Pomsta 2014). Further, more recent studies
essential to maximizing outcomes in this approach include have recommended that cognitive training programs com-
salience, hierarchically-graded tasks, adaptive difficulty lev- bine process-specific and compensatory approaches, given
els, sufficient intensity of training exercises, and repetition that both approaches offer unique potential benefits. These
(Kleim and Jones 2008). ‘hybrid’ cognitive intervention approaches may be more
In contrast, the compensatory approach does not neces- likely to result in meaningful change and the far transfer
sarily set out to rebuild neural structures from the bottom- of gains (i.e., generalization), as they capitalize both on the
up but rather focuses on helping an individual to adapt to a mechanisms of improved neural function (capacity) and bet-
functional deficit by developing “work around” strategies ter strategic allocation of existing resources (efficiency; Cic-
(i.e., a more ‘top-down’ approach; Horn and Lewis 2014; erone et al. 2011; Kennedy et al. 2008; Partanen et al. 2015).
Ylvisaker et al. 1998, 2007). This method involves teach- Specifically, computer-based attention/EF training has been
ing problem-solving approaches and exercises that enable proposed as a feasible and potentially preferable option for
an individual to change their interactions with the environ- children with ASD (Benyakorn et al. 2018), particularly if
ment, modify their approach to certain tasks, and adapt their combined with compensatory approaches (Partanen et al.
lifestyle to account for their specific strengths and weak- 2015).
nesses (Horn and Lewis 2014). According to its proponents, Despite recommendations to target attention/EF during
the compensatory approach leads to the acquisition of new formative periods of cognitive development (e.g., see Wass
skills and strategies that enable the underlying cognitive 2015), the limited research on cognitive attention/EF train-
abilities to be used more effectively and efficiently (Mateer ing in ASD has yielded variable results ranging from null
et al. 1996; Morrison and Chein 2011). findings (De Vries et al. 2015) to positive effects (Macoun
Recently there has been interest in delivering cognitive et al. 2020; Kerns et al. 2017; Weckstein et al. 2017). De
interventions within a computerized format due to the unique Vries et al. (2015) delivered a computerized WM and
benefits that a computerized medium affords (e.g., engag- flexibility intervention to children with ASD and found
ing, easy to administer, accessible). Despite debate within marginal near-transfer gains in WM, without gains in flex-
the literature (Apter 2012; Klingberg 2010; Melby-Lervåg ibility or evidence of far transfer to other related abilities.
and Hulme 2016; Morrison and Chein 2011; Shipstead Of note is that the intervention selected was fairly narrow
et al. 2012) there is mounting evidence that computerized in cognitive targets (flexibility and WM only), it was not
attention/EF training can be effective for developmentally delivered using a hybrid-approach, and the authors had a
and neurologically diverse populations (Blair and Diamond fairly high attrition rate of children (particularly those who
2008; Forstmann et al. 2008; Karbach and Unger 2014; may have had greater EF problems). The authors noted
Karbach and Verhaeghen 2014; Macoun et al. 2020, Kerns that their findings did not rule out the possibility that
et al. 1999, 2010, 2017; Klingberg et al. 2002, 2005; Lee such training may be helpful for specific groups of chil-
et al. 2016; Morrison and Chein 2011; Prins et al. 2011; dren with ASD. With these points in mind, it is important
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Journal of Autism and Developmental Disorders
to consider the heterogeneity amongst individual studies evaluating the feasibility of delivering the CQ in schools to
(e.g., intervention approaches, intensity, duration, focus/ improve accessibility to such intervention options.
goals) that make systematic or meta-analytic approaches
in this research area, at least thus far, difficult to interpret.
Thus, it remains essential to evaluate individual studies to Methods
look for key factors related to outcomes, including neuro-
logical/clinical diagnosis, targeted domains, intervention This study was approved by the human subjects review board
designs, methodology, dose/response, etc. For example, at the University of Victoria (British Columbia) and was
there is emerging evidence that EF can be improved with conducted in accordance with Tri-council ethical standards.
systematic intervention in ASD (Kenworthy et al. 2014)
and that computer-based training can be effective in this Participants
group (Bölte et al. 2015). Bölte et al. (2015) demonstrated
that computer-based social cognition training can lead to The sample consisted of 20 children ages 6–12 years
neural change in social information processing systems in (M = 8.64, SD = 1.74) with an existing diagnosis of ASD and
adolescents/adults with ASD. Results from previous stud- difficulties with attention/EF. Children were recruited from
ies of attention/EF training in a mixed pediatric sample 12 suburban/rural schools within a local school district and
(i.e., children with ASD and FASD), which used trained all were being instructed in inclusive education programs
Educational Assistants as interventionists, indicated signif- amongst same-age peers. Special education staff nominated
icant gains in aspects of attention/EF, behaviour/emotional children based on criteria provided by the researchers (i.e.,
regulation, reading fluency, academic engagement, self- a formal diagnosis of ASD and a list of behaviours indica-
monitoring, and strategy use (Kerns et al 2017; Macoun tive of attention/EF problems) and gave parents informa-
et al. 2017). The school setting is well-suited for cogni- tion pamphlets to contact the researchers if interested. All
tive interventions in that it provides diverse opportunities children who participated held prior diagnoses of ASD
to practice the targeted abilities in a naturally complex based upon DSM-IV-TR criteria (American Psychiatric
environment (Bellini et al. 2007; Wass 2015). As prior Association 2000) using B.C. Standards and Guidelines
studies illustrate, the limited feasibility, accessibility, and (Dua 2003), which require that diagnostic assessments be
affordability of existing intervention approaches are bar- conducted by a qualified specialist and incorporate meas-
riers for which school-based delivery may offer solutions. ures of cognitive function, adaptive behaviour, the Autism
Therefore, the current study sought to investigate the effi- Diagnostic Interview Revised (ADI-R; Lord et al. 1994),
cacy of the Caribbean Quest (CQ), a game-based cognitive and the Autism Diagnostic Observation Schedule (ADOS;
intervention for improving attention and EF, in children Lord et al. 1999). To confirm ASD diagnoses and symptom
with ASD as delivered within a school setting. levels, parents were administered an abbreviated ADI-R that
The CQ is a novel ‘serious game’ that combines process- consisted of algorithm items only (Kim and Lord 2012) and
specific and compensatory approaches (i.e., a hybrid inter- the Gilliam Autism Rating Scale Second Edition (GARS-2;
vention) to improve attention/EF. Key intervention compo- Gilliam 2006). All children exceeded diagnostic thresholds
nents are built into the CQ, such as engaging graphics and for ASD based on the abbreviated ADI-R. Prior to the study,
gameplay, adaptive level progression, and a hierarchical all parents completed a telephone-screening interview and
format that trains a range of attention/EF abilities spanning childhood history questionnaire to determine study eligi-
from foundational (e.g., focusing attention) to more com- bility and gather demographic information. Parent-com-
plex (e.g., visual and auditory WM) skills, with earlier levels pleted attention and EF rating scales at pre-test indicated
of the game more focused on training selective attention, the overall sample displayed clinically significant problems
inhibitory control, and visual WM and later levels focused with attention (Conner’s Rating Scales—3rd Edition, Short
on training auditory WM. The goals of the current study Form; Conners 2008) and EF (Behavior Rating Inventory of
were to determine whether children with ASD could benefit Executive Function (BRIEF; Gioia et al. 2000; see Table 1).
from CQ attention/EF training as demonstrated on measures No children had a history of traumatic brain injury, specific
of near transfer (i.e., objective performance measures) and neurological disorder, inability to communicate verbally,
far transfer (i.e., measures of behavioural outcome and aca- or a diagnosis of intellectual disability (i.e., FSIQ standard
demic achievement). We hypothesized that children would score below 70 and accompanying adaptive behavior impair-
show gains in attention/EF on both near- and far-transfer ments, as outlined by DSM-IV-TR; American Psychiatric
measures, including tasks of WM and academic achieve- Association 2000).
ment. We anticipated greater change on measures of visual Twenty-three children with ASD were initially enrolled in
WM, given that CQ activities in the current study were pri- the study, although two parents withdrew their children prior
marily focused on visual WM. Finally, we were interested in to the start date due to time and scheduling constraints. One
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Journal of Autism and Developmental Disorders
Table 1 Child demographic data services outside of the study and the groups did not differ
Demographic variables CQ Control p
on the number of external services they were receiving (see
N = 11 N=9 Table 1).
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Journal of Autism and Developmental Disorders
the child in CQ gameplay, and facilitate the generalization the outcome of the strategy, and (5) Once a strategy works,
of the intervention. During intervention sessions, the RA celebrate success (i.e., provide positive reinforcement).
identified difficulties that arose on gameplay/training exer-
cises (e.g., struggling to complete a level due to increased Fidelity and Feasibility
working memory demands, etc.) and/or during the broader
session (e.g., low frustration tolerance, emotional dysregu- A review of the RA per-session tracking booklet data indi-
lation, etc.). The RA then provided ‘scaffolded’ support to cated that the CQ games were played as recommended (2–3
improve the child’s attention, EF, and self-regulation. These games per session, 3 times a week, for approximately 30 min
strategies included those that apply to all intervention games per session) and that metacognitive strategies were deliv-
(e.g., “good listening” and “readying your body”) and game- ered as instructed on the training website. Therefore, the
specific strategies (e.g., “rehearsal,” “chunking,” and “trac- CQ could be delivered in school contexts while maintaining
ing”, etc. See Supplement 1). fidelity with respect to gameplay and metacognitive strat-
Intervention fidelity was demonstrated by the RA via egy guidelines. All but one (due to illness) of the children
completion of quizzes that followed each training website completed the full 12 h without any reported difficulties.
module (requiring mastery via 100% score on quizzes), Exit interviews with participating parents (70%) and teach-
weekly check-ins with the research team, and observations ers (90%) indicated that children enjoyed the intervention.
by the senior research team. In addition, the RA completed a Teachers/EAs felt that the CQ was not disruptive or diffi-
daily record of each intervention session (CQ Tracking form) cult to deliver in the school day and that it did not inter-
that included information on, (1) date, time, and length of fere significantly with regular school activities or learning
session; (2) games played and levels achieved; and (3) meta- opportunities.
cognitive strategies used.
Outcome Measures
The CQ Intervention
Attention and Executive Function
The CQ consists of five hierarchically-structured, self-
adjusting mini-games that train WM, inhibitory control, Aspects of attention and EF were assessed using three sub-
selective attention, and sustained attention (Kerns et al. tests from the Test of Attentional Performance Children’s
2017). Given the intervention duration within the current Version (KiTAP), a computerized attention/EF battery
study (12 intervention hours), children primarily engaged in for children (Zimmerman et al. 2002; see Supplement B).
attention, inhibition, and visual working memory activities, KiTAP subtests included measures of sustained attention
as opposed to the verbal WM tasks that occur later in the CQ (Ghost’s Ball), selective attention (Sad/Happy Ghost), and
game hierarchy. The CQ utilizes a process-specific approach divided attention/cognitive flexibility (Owls). Visual and
that capitalizes on Kleim and Jones’ (2008) key principles verbal WM were assessed using the Spatial Span and Digit
for optimizing neuroplasticity. Game progression is depend- Span tasks from the Wechsler Intelligence Scale for Chil-
ent upon either achieving a specific number of correct trials dren, Fourth Edition (WISC-IV; Kaplan et al. 2004). Vis-
(100%) or a certain accuracy level (90%), depending upon ual working memory/updating was also assessed using the
the specific game and cognitive process being targeted. Colored Boxes Task (Brocki et al. 2008; see Supplement 2).
To enhance motivation, CQ provides a range of fun bonus
games after the completion of each cognitive training task Academic Achievement
(i.e., with tokens that can be used to ‘purchase’ trophy/deco-
rative items within the program). The CQ is designed to be Measures of reading (Oral Reading Fluency Curriculum
administered in the presence of an adult trainer who teaches Based Measure; ORF; Hosp et al. 2016) and math (Wood-
the child metacognitive strategies to help foster generaliza- cock Johnson III- Math Fluency; WJ-III; Woodcock et al.
tion to real world tasks (Partanen et al. 2015; Sohlberg et al. 2007) were administered to assess academic fluency/
2003). Although metacognitive instructional strategies were efficiency.
provided in a systematic format, by the nature of this type
of intervention the strategies taught to the child depended Behavioral Ratings
on the adult trainer and what appeared to be the most ben-
eficial for the particular child in a given situation (i.e., when The Behavior Rating Inventory of Executive Function
facing various types of challenges in the game). Metacogni- (BRIEF; Gioia et al. 2000), Conners’ Rating Scale—Short
tive strategies were taught using a 5-step script: (1) Iden- Version, Third Edition (CRS-3; Conners 2008), BERS-2
tify the issue/difficulty, (2) State the reason for the issue/ (Epstein 2000), SSRS (Gresham and Elliot 1990), and
difficulty, (3) Select and implement a strategy, (4) Evaluate GARS-2 (Gilliam 2006) were administered at pre- and
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Journal of Autism and Developmental Disorders
KiTap Selective Attention (Ghosts Total errors) 14.20 10.59 9.40 2.67 13.22 10.81 18.55 2.84
Colored Boxes Visual WM (Total Errors) 5.53 4.14 5.84 1.34 12.80 5.16 12.47 1.34
WJ Math Fluency (Proportion of errors) .07 .08 .07 .04 .18 .15 .18 .04
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Journal of Autism and Developmental Disorders
interventions by nature require a significant degree of repeti- span. The CQ was easily delivered during the school day,
tion, which can make them at least seem intolerable, this is with no discernable negative impact upon the classroom or
an important finding. A non-expert within a range of school school activities. Large-scale randomized controlled stud-
settings was able to deliver the CQ with a high degree of ies with longitudinal follow-up are required to replicate the
fidelity and without causing disruption to children’s existing positive findings in this preliminary pilot trial and to deter-
academic demands or adding demands to families’ after- mine whether the observed gains are meaningful and lasting.
school routines. Schools provide a setting that is both natu-
ralistic and convenient for the delivery of cognitive inter-
ventions. The usability of the CQ within this setting may Author Contributions SJM designed/directed this study, supervised
the analysis, and co-wrote the manuscript. IS and BB supported data
help to increase the accessibility of cognitive interventions analysis and manuscript preparation. AS delivered the intervention. JS
to children with ASD and neurodevelopmental concerns in was involved with manuscript preparation and editing.
general, particularly and crucially within geographically and
socioeconomically limited communities. Funding This research was supported by a grant from Kids Brain
Health Network (previously NeuroDevNet), which is a member of the
Networks of Centres of Excellence program of Canada.
Limitations
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Journal of Autism and Developmental Disorders
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