Using the Indonesian Computer-Based Game Prototype as a Computer-Based Game Inventory for Executive Function in Children and Adolescents: A Confirmatory Factor Analysis and Concurrent Validity Study.

IF 3.5 2区 心理学 Q1 PSYCHOLOGY, CLINICAL
Assessment Pub Date : 2024-12-01 Epub Date: 2024-03-04 DOI:10.1177/10731911241234734
Tjhin Wiguna, Kusuma Minayati, Fransiska Kaligis, Sylvia Dominic Teh, Maria Krishnandita, Nabella Meriem Annisa Fitri, Raden Irawati Ismail, Adilla Hastika Fasha, Steven, Raymond Bahana
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引用次数: 0

Abstract

Executive function influences children's learning abilities and organizes their cognitive processes, behaviors, and emotions. This cross-sectional study examined whether an Indonesian Computer-Based Game (ICbG) prototype could be used as a Computer-Based Game Inventory for Executive Function (CGIEF) in children and adolescents. The study was conducted with 200 children, adolescents, and their parents. The parents completed the Behavior Rating Inventory of Executive Functioning (BRIEF) questionnaire, and the children and adolescents completed the CGIEF. Confirmatory factor analysis (CFA) and structural equation modeling (SEM) were performed using LISREL Version 8.80. The construct of CGIEF was valid/fit with normal theory-weighted least squares = 15.75 (p > .05). SEM analysis showed that the theoretical construct of the CGIEF was a valid predictor of executive function. The critical t value of the pathway was 2.45, and normal theory-weighted least squares was 5.74 (p > .05). The construct reliability (CR) for CGIEF was 0.91. Concurrent validity was assessed using the Bland-Altman plot, and the coefficient of repeatability (bias/mean) was nearly zero between the t scores of total executive functions of the CGIEF and BRIEF. This preliminary study showed that the CGIEF can be useful as a screening tool for executive dysfunction, metacognitive deficits, and behavioral regulation problems among children and adolescents in clinical samples.

将印度尼西亚计算机游戏原型作为儿童和青少年执行功能的计算机游戏量表:确认性因素分析和并发有效性研究》。
执行功能影响儿童的学习能力,并组织他们的认知过程、行为和情绪。本横断面研究探讨了印尼电脑游戏(ICbG)原型是否可用作儿童和青少年的执行功能电脑游戏量表(CGIEF)。这项研究有 200 名儿童、青少年及其家长参加。家长填写了执行功能行为评定量表(BRIEF)问卷,儿童和青少年填写了 CGIEF。研究使用 LISREL 版本 8.80 进行了确证因子分析(CFA)和结构方程建模(SEM)。CGIEF的结构有效/拟合,正常理论加权最小二乘法=15.75(P>0.05)。SEM 分析表明,CGIEF 的理论结构是预测执行功能的有效指标。路径的临界 t 值为 2.45,正常理论加权最小二乘法为 5.74(p > .05)。CGIEF的构造信度(CR)为0.91。并发效度采用Bland-Altman图进行评估,CGIEF和BRIEF的总执行功能t得分之间的重复性系数(偏差/平均值)几乎为零。这项初步研究表明,CGIEF 可以作为临床样本中儿童和青少年执行功能障碍、元认知缺陷和行为调节问题的筛查工具。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
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来源期刊
Assessment
Assessment PSYCHOLOGY, CLINICAL-
CiteScore
8.90
自引率
2.60%
发文量
86
期刊介绍: Assessment publishes articles in the domain of applied clinical assessment. The emphasis of this journal is on publication of information of relevance to the use of assessment measures, including test development, validation, and interpretation practices. The scope of the journal includes research that can inform assessment practices in mental health, forensic, medical, and other applied settings. Papers that focus on the assessment of cognitive and neuropsychological functioning, personality, and psychopathology are invited. Most papers published in Assessment report the results of original empirical research, however integrative review articles and scholarly case studies will also be considered.
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