Page 6 - A Brief Overview of the Research Behind Revibe
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R E V I B E T E C H N O L O G I E S , I N C .
STUDY 2 U.S. DEPARTMENT OF EDUCATION
FUNDED IN PART BY THE
PART 1: OVERVIEW
Once the prototype of the self-monitoring wristband device was developed, a
student test group with 50 3rd-5th grade students was conducted to achieve the
following goals: a) to ensure the device functions as intended, b) gather
simultaneous behavioral observations and wristband sensor data to establish
algorithms for intelligent modulation of tactile prompts, and c) gather input from
students to guide the selection of the type and content of gamified rewards, finalize
design specifications for the wristband, and gauge overall perception. We collected
behavioral observations and sensor data during four different academic and play
activities, which were then used to establish initial algorithms for intelligent
modulation of tactile prompt schedules. We also gathered student feedback via
pencil-and-paper ratings and qualitative discussion groups to finalize wristband
specifications, establish the art style and game mechanics for the online gamified
rewards systems for students, and measure overall perceptions of the product.
To participate, students had to a) be in 3rd-5th grade (7-11 years old), b)
experience significant deficits in self-regulation (defined as a score of at or above 5
of the Activity Level subscale, at or below 3 on the Attentional Focusing subscale, at
or above 5 on the Impulsivity subscale, or at or below 3 on the Inhibitory Control
subscale of the parent-report Child-Behavior Questionnaire-Short Form; CBQ-S), c)
attend a regular education classroom for at least 40% of the school day, d) be
English language proficient, and e) have parent permission to participate.