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Identify Children's Cognitive Talents and Uniqueness with Fun Games

WHAT'S HAPPENING | 21 July 2022

A game application specifically made to identify children's cognitive talents and uniqueness, is an AJT Cognitive test tool in the form of a game designed so that children can conduct assessments in an affordable, easy and fun way.

Agate, a leading game developer based in Bandung, introduced BATIQUE (stands for unique talents or unique talents), the AJT Cognitive Test game which was specifically made to identify the cognitive uniqueness of children aged five to twelve years based on the Cattell-Horn-Carroll (CHC) theory. After playing all the games, BATIQUE produces a comprehensive report that shows a description of the cognitive uniqueness of the players so as to enable parents and educators to get to know their children and their potential, interact more effectively, design strategies to develop the uniqueness and potential of children and provide a conducive learning environment according to the uniqueness of the child.

BATIQUE is an AJT Cognitive Test (AJT CogTest) test tool that is packaged in the form of a game designed so that children can conduct assessments in an easier, fun and affordable method. AJT CogTest itself is a cognitive assessment that has been normalized for children and adolescents in Indonesia to identify eight general cognitive abilities and specific cognitive abilities of children based on CHC which has advantages in using various perspectives in revealing cognitive abilities such as biological, visible behaviour, neurological as a measure of general cognitive ability or General Cognitive Ability (GCA) with the aim that we can find out the right learning method, recognize needs and provide the facilities needed, identify appropriate strategies for learning, and detect early barriers to learning. It has considered and used the uniqueness of the context in Indonesia, so that it becomes a reliable instrument in detecting learning potential in Indonesia.

This is the result of Agate's collaboration with PT Metangan Cakrawala Indonesia (MCI) based in Jakarta as the holder of the AJT CogTest license together with Gadjah Mada University in Yogyakarta which also provides expert advisory.

Through BATIQUE, children are invited to conduct personal assessments in a different and fun way. Children will be taken into eight mini games with different missions. The game can be accessed on a mobile basis with an Android or iOS-based mobile phone, or with a personal computer or laptop. As long as a gadget and internet connection are available, this game can be easily played anywhere and anytime, so it can reach even children in remote locations. Without having to do face-to-face, children can undergo an assessment. During the assessment, children are encouraged to do it in a conducive place, work independently (not assisted in doing the assessment) and do not change devices.

The eight mini games represent eight cognitive abilities, including: Comprehensive-Knowledge (Gc), Short-Term Working Memory (Gwm), Auditory Processing (Ga), Retrieval Fluency (Gr), Processing Speed (Gs), Learning Efficiency (Gl), Visual Processing (Gv), and Fluid Reasoning (Gf). The content in Batique is developed through scientific stages and has norms from Indonesian children which have been validated by psychologists from PT Metangan Cakrawala Indonesia and experts from Gadjah Mada University. 

BATIQUE has been tested by 1,200 children from all over Indonesia with a high net promoter score of 62 for children and 47 for parents who have been involved in the trial since October 2021.

Parents or schools can buy vouchers at ajtonline.id to get access to play the game for only IDR 200,000. BATIQUE access can also be obtained at kiddo.id and seven psychologist bureaus in collaboration with Agate and PT. Metangan Cakrawala Indonesia. 

After gaining the access, children can log in to batique.id, fill in general personal data and start playing games that are packaged like playing trivia. The child must be able to complete the mission in each module in order to unlock access to the next module. After the child has finished playing, the results of the assessment that can provide a comprehensive overview of the child's cognitive of about 18-20 pages will be sent via e-mail within one to two days. 

The results of the AJT CogTest not only show a description of the child's cognitive uniqueness, but can also provide recommendations for children's learning according to their cognitive abilities, so that they are expected to help identify needs and provide the facilities needed by children in order to overcome learning difficulties. After the BATIQUE game for elementary school age, similar games will be developed for secondary school age (SMP and SMA) so that children and parents have a more precise understanding so that children can continue their higher education according to their potential and interests.

“As the main source of daily education for children, parents who are equipped with BATIQUE cognitive test games can provide a learning environment according to their interests and learning patterns. Let’s know how to avoid child tantrums while studying using the recommendations from BATIQUE's report!” said Lee Marvin, VP Enterprise Business of Agate.

Meanwhile Michael Adrian, Director of PT Metangan Cakrawala Indonesia said, “Our company has created a complex and advanced AJT Cognitive Test to measure children's cognitive abilities so that children can develop their potential optimally. If previously the tests were carried out conventionally one on one, BATIQUE's presence is in accordance with our spirit that AJT CogTest can be enjoyed by more children in Indonesia without being limited by space and time”.

Wahyu Widhiarso from Gadjah Mada University said, "Tests to find out the potential and uniqueness of children are important when children are still at an early age so that parents can help develop themselves according to the characteristics and cognitive abilities of children. We hope that BATIQUE can become a benchmark for more institutions to develop valid and scientific measurements by involving technology in the development of useful games."