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Examining the prevalence and type of technology-use in the Down syndrome population

Wed, April 7, 11:45am to 12:45pm EDT (11:45am to 12:45pm EDT), Virtual

Abstract

Introduction: Training studies have established the potential of technology-based interventions to achieve cognitive gains in the typically-developing population. However, the case for using technology-based approaches to cognitive training with Down syndrome groups is limited by the relative lack of research on technology-use in this group. Only one known study, completed in the USA, has explored technology-use in Down syndrome. While this study reported high levels of technology-use across platforms, including tablets, phones and gaming devices (Fritz, 2017), the generalisability of the findings is limited. We will expand these findings to a broader age range of individuals and will address previously unanswered questions by examining: Associations between parental characteristics and technology-use in Down syndrome; the impact of individual differences within our Down syndrome sample on technology and social media use; and patterns of social-media and gaming use in this group.
Hypotheses: The overarching aim of this study is to explore the prevalence and type of technology-use in the Down syndrome population. This includes gaming preferences and use of social media. Given reported motor difficulties in Down syndrome (Silverman, 2007), we predict that there will be a preference for devices with lower fine motor demands, such as a tablet or iPad. We predict that technology-use and gaming will be higher among younger individuals, and that social games such as “the Sims” will be favoured over strategy use games, or those with high verbal demands.
Study population: 182 individuals with Down syndrome (52% female) aged between 5 and 35 years and their parents/caregivers. All participants were recruited from the United Kingdom and Ireland.
Methods: Parents/caregivers of individuals with Down syndrome completed a short (15 minutes) online questionnaire, delivered using the Qualtrics platform. The questionnaire measured the patterns of technology and social media use of their son/daughter.
Results: The results of this study fall under three themes. First, we will provide some of the first data on technology-use, gaming, and social media use in people with Down syndrome. We will compare the use of different technological devices, touch screens vs. mouse-use, individual or multi-player games, and the different activities that technology is most commonly used for. We will explore the extent to which people with Down syndrome can access technology independently. This includes adaptations (physical or software) that can improve accessibility to technology for this group. Second, we will explore how individual differences within our Down syndrome sample influence technology and social media use, e.g., how technology-use differs with age or the presence of physical difficulties. Third, we will report on parental influence, identifying how parental attitudes, concerns, and confidence surrounding technology and social media influence their son/daughter’s technology and social media use. This will include information on parental restrictions and online safety concerns.
Impact: Our findings are essential for designing optimal technology-based interventions and training programmes for Down syndrome populations, as well as providing useful information and perhaps reassurances to parents of people with Down syndrome about wider patterns of technology-use.

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