3.2. Feasibility of the Mio-Training
The enjoyment of the training, the usability, the level of autonomy and the perceived impact were rated as positive (Table 2). No significant correlations occurred between feasibility scores and age and intelligence (see Table S1. Correlations between feasibility, age, intelligence, socioeconomic status and compliance). The ratings of the perceived duration of the training and self-efficacy differed significantly between female and male with higher ratings in males (see Table S2. Sex differences in feasibility ratings). The socio-economic status correlated significantly with the perceived design of the training (r = .467, p = .038), the perceived flexibility (r = .532, p = .016) and self-efficacy (r = .565, p = .015). Compliance was significantly associated with enjoyment of the training (r = .457, p = .043), perceived difficulty (r = .500, p = .025), motivation (r = .515, p = .024), perceived design of the training (r = .652, p = .002), design of the physical activity tasks (r = .698, p < .001), evaluation of the duration of the training (r = .565, p = .009), perceived flexibility (r = .455, p = .044) and self-efficacy (r = .590, p = .010). Therefore, higher socioeconomic status and compliance related to better feasibility ratings.
Compliance
16 out of 20 (80%) participants completed the whole Mio-Training (15 out of 15 sessions). 19 out of 20 (95%) participants, who finished the Mio-Training were scored as compliant (> 80% of the sessions completed). Reasons for not completing the training were a lack of time (N = 3) and/or technical problems (N = 2).
Enjoyment
The enjoyment of the Mio-Training was rated as positive (> 2 points on the Likert scale). The training was perceived as interesting (N = 15, 75%), fun (N = 16, 80%), not frustrating (N = 18, 90%) and enjoying (N = 16, 80%) by most of the users. Most of the users did not feel pressure (N = 20, 100%) or felt tense (N = 17, 85%) during the training and the difficulty level was perceived as manageable (N = 17, 85%; not too easy not too difficult) and were motivated (N = 14, 70%). For some participants (N = 5, 25%) it was difficult to combine the training and everyday life tasks (i.e. hobbies, homework). The overall design (N = 20, 100%) and narrative (N = 15, 75%) of the training was rated as positive (> 2 points on the Likert scale).
Usability
The usability was rated as positive (> 2 points on the Likert scale). The users easily understood how to use the training (N = 19, 95%) without further help (N = 18, 90%) whereas some rated the duration of the training as too long (N = 7, 35%). The mean objective session duration was 19.28 minutes (SD 8.73, range 14.28 to 23.30 minutes).
Level of autonomy and perceived flexibility
All of the user easily understood the tasks and explanations (N = 20, 100%). Most of the users reported that the performed the training without help of someone else (N = 16, 80%) and appreciated the flexibility to autonomously choose the training days (N = 19, 95%), whereas half of the users liked the autonomous choice of difficulty level (N = 10, 50%). Some of the users chose varying difficulty levels (N = 12, 60%). Across all mnemonic strategy tasks, 22.2% of the users chose the easiest level, 66.5% the medium level and in 11.4% the highest difficulty level.
Perceived impact
The mean self-efficacy was rated within the positive range (> 2 points on the Likert scale) but was lower compared to the other feasibility scores. Some of the users stated that they improved their performance during the training (N = 16, 80%) and that they managed the tasks to their satisfaction (N = 18, 90%). Most of the users did not report a change in their school performance (N = 14, 70%) or daily life (N = 13, 65%), indicated that they have learned new mnemonic strategies (N = 18, 90%) and that they are using them in daily and school life (N = 13, 65%).
Preferences, motivation and suggestions for potential improvements
There was no clear preference for any specific task. Tasks were neither to easy (N = 13, 65%) nor too difficult (N = 10, 50%). Motivating factors included the reward system (N = 4, 20%), the design (N = 4, 20%), the narrative and curiosity about training progression (N = 4, 20%), learning new things (N = 3, 15%), helping other children (N = 3, 15%), and fun (N = 1, 5%). Most trained at home (N = 13, 65%), while others trained both at home and on the go (N = 7, 35%).
Suggestions for improvement focused mainly on design adjustments (e.g., colors, character details). Regarding the narrative, one user preferred less, another more, while most were satisfied. To enhance enjoyment, users suggested more task variation (N = 5, 25%), improved task design (N = 4, 20%), fixing technical issues (N = 2, 10%), revising coordinative challenges (N = 3, 15%), adapting for younger children (N = 1, 5%), and enabling interaction with other users (N = 1, 5%). Six users (30%) would not change anything in the Mio-Training. Eight users (40%) reported minor technical errors.
Users gave suggestions for the coordinative challenges, including improving the visuals and fun of the coordinative challenges, clearer progress reporting, adding dance steps for enjoyment, offering an option to continue or skip challenges, using outdoor or colorful backgrounds and emphasizing the positive impact on concentration. Two users (10%) suggested making coordinative challenges more demanding. Six users (30%) would not change anything.
Table 2
Feasibility and user data of the Mio-Training
| |
Mean (SD)
|
Range
|
|
Enjoyment
|
|
|
|
Enjoyment of the training
|
3.00 (0.53)
|
1.90-4.00
|
|
Pressure/tension
|
3.42 (0.56)
|
2.33-4.00
|
|
Perceived difficulty
|
3.17 (0.54)
|
2.00–4.00
|
|
Motivation
|
2.97 (0.80)
|
1.25-4.00
|
|
App use in everyday life
|
2.05 (0.51)
|
1.00-2.50
|
|
Design of the training
|
3.22 (0.40)
|
2.29–3.71
|
|
Metacognitive questions
|
3.09 (0.77)
|
1.00–4.00
|
|
Physical activity
|
3.00 (0.57)
|
2.00–4.00
|
|
Usability
|
|
|
|
Usability
|
3.36 (0.47)
|
2.50-4.00
|
|
Perceived duration of the training
|
2.66 (0.68)
|
1.50–3.75
|
|
Level of autonomy
|
|
|
|
Accessibility
|
3.55 (0.63)
|
2.00–4.00
|
|
Perceived flexibility
|
2.85 (0.71)
|
1.67-4.00
|
|
Perceived impact
|
|
|
|
Self-efficacy
|
2.70 (0.52)
|
1.56–3.67
|
|
Strategy use
|
2.94 (0.74)
|
1.20-4.00
|
|
User data
|
|
|
|
Compliance (N; %)
|
19; 95.00%
|
47–100%
|
|
Session done
|
14.30 (1.89)
|
7.00–15.00
|
|
Session duration
|
19.28 (8.73)
|
14.28–23.30
|
| Note. Data presented as mean (standard deviation) or incidence (%). |
Mean < 2.0 = negative rating, > 2.0 = positive rating).
3.3. Within-training performance
Mnemonic strategy training
In four of the mnemonic strategy games, we observe a significant difference between the performance before and after the teaching and practicing of mnemonic strategies with small to large effect sizes (“tricks”, Table 3). Relative change scores are highest for the “similarity trick” and lowest for the “story trick”, indicating the most versus least benefit from these mnemonic strategies when compared to others. Data from the mnemonic strategy game “symbol trick” is missing, as technical error occurred, such as reported by some users (N = 2, 10%).
Figure 2 visualizes the within-training performance changes between the performance before and after the teaching and practicing of mnemonic strategies (“trick”) and the subsequent long-term recall. The users show the highest performance change with the use of the “similarity trick”. Interestingly, performance in the long-term was significantly better than after learning the “similarity trick” (U = 0.0, p = .002, g = .387). Performance during the “TV-trick”, “story trick” and “echo trick” increases after acquiring the mnemonic strategy and slightly decrease in the long-term recall (Table 3, Table S4 Performance changes after learning strategy to long-term recall). Significant differences between performance before strategy use and long-term recall occurred for the “similarity trick” (U = 1.0. p < .001, g = 1.45) and the “story trick” (U = 14.0. p = .030, g = .298; Table S3 Performance changes before learning strategy to long-term recall).
Short-term and working memory training: Mean working memory performance showed a slight, non-significant increase from the first two to the last two sessions (Table 4). Individual progress patterns varied: 12 users (70.59%) improved after short-term memory training, eight (47.06%) after visuospatial working memory training and 12 (63.16%) after auditive working memory training. In contrast, five (29.41%), nine (52.94%) and seven (36.84%) users, respectively, showed decreases in performance.
Table 3
Absolute and relative changes and group differences in performance before and after the teaching and practicing of mnemonic strategies (“tricks”)
| |
Without mnemonic strategy use
|
With mnemonic strategy use
|
Absolute change
|
Relative change
|
U
|
p
|
g
|
|
Similarity trick
|
26.19 (35.84)
|
62.86 (43.38)
|
36.67 (43.74)
|
1.51 (2.97)
|
4.5
|
.003
|
.881
|
|
TV-trick
|
35.34 (38.97)
|
57.14 (43.03)
|
21.81 (31.01)
|
0.88 (1.32)
|
0.0
|
.004
|
.508
|
|
Story trick
|
47.30 (33.67)
|
65.71 (36.65)
|
18.41 (18.15)
|
0.42 (0.82)
|
3.5
|
< .001
|
.496
|
|
Symbol trick
|
56.89 (41.96)
|
-
|
-
|
-
|
-
|
-
|
-
|
|
Echo trick
|
25.10 (24.93)
|
36.11 (31.33)
|
11.02 (12.82)
|
0.49 (0.61)
|
0.0
|
.005
|
.327
|
| Notes. Group differences were calculated to compare the mean values between the timepoints ”without trick” and “with trick”: U = Mann-Whitney-U-test; p = significance (α < .05 = *, α < .01 = **); g = effect size (Hedge’s g; small effect g = 0.2, moderate effect g = 0.5, large effect g = 0.8). Change scores were calculated accordingly: absolute changes (with trick – without trick), relative changes (with trick – without trick/without trick). |
g = 0.2, moderate effect g = 0.5, large effect g = 0.8).
In respect to metacognitive reflections, the participants reported higher perceived difficulty in the games before learning the strategies and a benefit of the strategy use after learning and practicing the mnemonic strategies (Table 5).