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Updated: Jan 1, 2026

Combining Computer Game-Based Behavioural Experiments With High-Density EEG and Infrared Gaze Tracking
Published on: December 16, 2010
Games as education tools
Katie Moraes Almondes1, Maria Emanuela Matos Leonardo2
1Psychology Department, Postgraduate Program in Psychobiology and Onofre Lopes University Hospital/Sleep Clinic AMBSONO - Federal University of Rio Grande do Norte, Natal, Brazil.
Objective:
The aim of this study was evaluated effects of an intervention with the serious game "Perfect Bedroom: learn to sleep well" on the sleep habits of healthy children.
Methods:
Two groups were composed, experimental (EG) (n=8) and control (CG) (n=5), with health children. This study presented four stages: pre-intervention, intervention, post-intervention and follow-up. Parents responded questionnaires about sociodemographic data and sleep habits measured by UNESP Sleep Habits and Hygiene Scale Child version (USHS). Children responded strategies developed by researchers: "Set up your bedroom" and "Mapping activities before bedtime". The intervention was performed with "Perfect Bedroom" twice a week and for three weeks in a row. Inferential analysis was accomplished for comparisons between groups (Mann-Whitney test) and intragroups (Wilcoxon signed-rank test and Friedman test for repeated measures).
Results:
Preliminary results indicated non-significant differences on the sleep habits reported by parents. Children's responses indicated a reduction in the number of electronic objects in bedroom and actions with these devices to EG.
Discussion:
As far as we know, this is the first study that used a serious game to promote healthy sleep habits in children. In addition, they are actively included in the change process. Preliminary findings contribute to indicate the potential of this approach as an effective tool to promote healthy sleep habits in children.
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