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Behavioural Intervention

Game-Based Therapy for Attention Skills in Pediatric Cancer Survivors (FAACTS Trial)

N/A
Recruiting
Led By Steven Hardy, Ph.D.
Research Sponsored by Children's National Research Institute
Eligibility Criteria Checklist
Specific guidelines that determine who can or cannot participate in a clinical trial
Must have
Be younger than 18 years old
Timeline
Screening 3 weeks
Treatment Varies
Follow Up end of training (+4 weeks)
Awards & highlights
No Placebo-Only Group

Summary

This trial tests a new game-based therapy for kids recovering from cancer to help them improve their attention skills.

Who is the study for?
This trial is for children aged 8-16 who survived acute lymphoblastic leukemia or brain tumor, are more than a year post-treatment, and have attention difficulties. They must speak English and have caregiver support. Kids on stable ADHD meds can join; those with certain disabilities, seizures, low IQ, or prioritized mental health conditions cannot.
What is being tested?
The study tests the feasibility and initial effectiveness of a game called EndeavorRx designed to improve attention in pediatric cancer survivors against a control video game. It's a multi-center pilot study where participants are randomly assigned to either the test game or an active control condition.
What are the potential side effects?
Since this trial involves cognitive training games rather than medication, traditional side effects like you'd see with drugs aren't expected. However, there may be risks associated with screen time or frustration from gameplay.

Timeline

Screening ~ 3 weeks
Treatment ~ Varies
Follow Up ~baseline and end of training (+4 weeks)
This trial's timeline: 3 weeks for screening, Varies for treatment, and baseline and end of training (+4 weeks) for reporting.

Treatment Details

Study Objectives

Study objectives can provide a clearer picture of what you can expect from a treatment.
Primary study objectives
Feasibility assessed by EndeavorRx training adherence rates
Feasibility assessed by patient/family interest
Feasibility assessed by reports of technical ease-of-use and satisfaction
Secondary study objectives
Change from baseline executive functioning assessed by the Behavior Rating Inventory of Executive Functioning, Second Edition (BRIEF-2) Cognitive Regulation Index (CRI) at end of training
Change from baseline inattention assessed by Omission Errors on the Conners' Continuous Performance Test, 3rd Edition (CPT-3) at 4-month follow-up (16 weeks post-training/control +/- 4 weeks)
Change from baseline inattention assessed by Omission Errors on the Conners' Continuous Performance Test, 3rd Edition (CPT-3) at end of training
+4 more

Awards & Highlights

No Placebo-Only Group
All patients enrolled in this study will receive some form of active treatment.

Trial Design

2Treatment groups
Experimental Treatment
Active Control
Group I: EndeavorRxExperimental Treatment1 Intervention
Children will be asked to begin digital attentional control training at home within 6 weeks of baseline testing and to complete 6 training missions per day (25-30 minutes), 5 days per week, for 4 weeks (total = 120 training missions).
Group II: ControlActive Control1 Intervention
An active control program designed to replicate aspects of the intervention (e.g., regular use of digital device to access fun educational activities) while engaging cognitive skills not particularly involving attention.

Research Highlights

Information in this section is not a recommendation. We encourage patients to speak with their healthcare team when evaluating any treatment decision.
Mechanism Of Action
Side Effect Profile
Prior Approvals
Other Research
Common treatments for Attention Deficit Disorder (ADD) include stimulant medications like methylphenidate and amphetamines, which increase dopamine and norepinephrine levels in the brain to enhance focus and attention. Non-stimulant medications such as atomoxetine work by selectively inhibiting the reuptake of norepinephrine. Behavioral therapies, including Cognitive Behavioral Therapy (CBT) and mindfulness-based interventions, help patients develop coping strategies and improve executive function. Digital therapeutic approaches, like the EndeavorRx video game, aim to improve attention by engaging patients in tasks that require sustained focus and cognitive control. These digital therapies are particularly relevant as they offer a non-pharmacological option that can be integrated into daily routines, providing a complementary approach to traditional treatments.
A Virtual Reality Serious Videogame Versus Online Chess Augmentation in Patients with Attention Deficit Hyperactivity Disorder: A Randomized Clinical Trial.Enhancing attention in neurodegenerative diseases: current therapies and future directions.An Evaluation Approach for the Performance of Dosing Regimens in Attention-Deficit/Hyperactivity Disorder Treatment.

Find a Location

Who is running the clinical trial?

George Washington UniversityOTHER
255 Previous Clinical Trials
466,590 Total Patients Enrolled
National Cancer Institute (NCI)NIH
13,957 Previous Clinical Trials
41,112,030 Total Patients Enrolled
Children's Hospital of PhiladelphiaOTHER
731 Previous Clinical Trials
8,472,269 Total Patients Enrolled
Children's National Research InstituteLead Sponsor
223 Previous Clinical Trials
258,345 Total Patients Enrolled
St. Jude Children's Research HospitalOTHER
443 Previous Clinical Trials
5,323,401 Total Patients Enrolled
Steven Hardy, Ph.D.Principal InvestigatorChildren's National Research Institute

Media Library

EndeavorRx (Behavioural Intervention) Clinical Trial Eligibility Overview. Trial Name: NCT05528939 — N/A
Pediatric Cancer Research Study Groups: EndeavorRx, Control
Pediatric Cancer Clinical Trial 2023: EndeavorRx Highlights & Side Effects. Trial Name: NCT05528939 — N/A
EndeavorRx (Behavioural Intervention) 2023 Treatment Timeline for Medical Study. Trial Name: NCT05528939 — N/A
~15 spots leftby Aug 2025