Long COVID Brain Fog: Cognitive Rehabilitation Trial

Study Overview
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Brief Summary
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This study will compare two approaches to cognitive rehabilitation in adults with long COVID with persistent, mild to moderate, cognitive impairment. Both approaches will feature a web-based computer game that trains cognitive processing speed, i.e., how quickly individuals process information that they receive through their senses. This training is termed Speed of Processing Training (SOPT). One approach will add (A) in-lab training on everyday activities with important cognitive components and (B) procedures designed to transfer improvements in cognition from the treatment setting to everyday life. Component A will include work-related tasks. This approach is termed Constraint-Induced Cognitive Therapy (CICT). The other approach will add (A) in-lab training on relaxation, healthy nutrition, and healthy sleep and (B) procedures designed to promote integration of these lifestyle changes into everyday life. This approach is termed Brain Fitness Training (BFT). A subset of participants, who qualify for and and desire vocational rehabilitation (VR), will receive VR from the Alabama Department of Rehabilitation Services (ADRS) in addition to CICT or BFT. ADRS VR will include career counseling, prescription of on-the-job accommodations, and guidance on return-to-work. Those in the CICT + VR group will also receive on-the-job coaching from a peer mentor for a month after completing training. CICT, with or without VR, will involve 30 hours of training. Ten 3-hour in-lab, face-to-face, therapist-directed sessions will be scheduled. These sessions will feature one hour of SOPT; the remainder will be committed to in-lab training on the target behaviors and the procedures designed to promote transfer of therapeutic gains to daily life and improving skills essential to work; the set of the latter procedures is termed the Transfer Package. To accommodate the demands of participants' other activities, training sessions will be permitted to be scheduled as tightly as every weekday over 2 weeks or as loosely as every other weekday or so over 4 weeks. If a family caregiver is available, they will receive training on how to best support participants in their therapeutic program. After training ends, four follow-up phone calls will be scheduled approximately one-week apart with participants to promote integration of the skills gained during training into everyday life. BFT, with or without VR, will involve 30 hours of training following the same schedule as for CICT. Ten 3-hour in-lab, face-to-face, therapist-directed sessions will be scheduled. These sessions will feature one hour of SOPT; the remainder will be committed to in-lab training on the target behaviors (healthy sleep, nutrition and relaxation habits) and the procedures designed to promote transfer of behavior change to daily life. If a family caregiver is available, they will receive training on how to best support participants in their therapeutic program. After training ends, four follow-up phone calls will be scheduled approximately one-week apart with participants to promote integration of the skills gained during training into everyday life. Participants will be randomly assigned to the interventions. Randomization will be stratified by whether participants qualify for and desire VR from ADRS or not. If yes, participants will be randomized in equal numbers to CICT + VR or BFT + VR. If no, participants will be randomized in equal numbers to CICT or BFT. Testing will happen one month before treatment, one day before treatment, one day afterwards, and 6- and 12-months afterwards. Outcomes measured will include cognitive processing speed, cognitive function on laboratory tests, and spontaneous performance of everyday activities with important cognitive components in daily life. Another important outcome measure will be whether or not participants were able to return back to work or had significant improvements in their work activities.

Official Title
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Technique to Enable Return-to-Work by Employees With Long COVID Brain Fog

Conditions
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Long COVID, Brain Fog, Cognitive Impairment, Cognitive Dysfunction, Post-Acute COVID-19 Syndrome

Intervention / Treatment
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* Behavioral: Speed of Processing Training
* Behavioral: In-lab Instrumental Activities of Daily Living Training
* Behavioral: In-lab Brain Health Training
* Behavioral: Transfer Package
* Behavioral: Follow Up Phone Calls
* Behavioral: Vocational Rehabilitation
* Behavioral: Peer Mentoring


Participation Criteria
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Eligibility Criteria
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Inclusion Criteria: >3 months post COVID mild or greater cognitive impairment moderate or greater brain fog impairment in performance of daily activities reside in community reliable transportation to lab sufficiently mentally and physically fit adequate sight and hearing ability to follow directions, and retain information sufficient English proficiency Exclusion Criteria: cognitive impairment due to developmental disability, psychiatric disorder, or substance abuse, TBI or progressive brain disease stroke prior to the onset of COVID current substance abuse disorder prior cognitive processing speed training on DoubleDecision or similar program

Ages Eligible for Study
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Minimum Age: 18 Years

Sexes Eligible for Study
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All

Accepts Healthy Volunteers
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No

Study Plan
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How is the study designed?
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Design Details

Primary Purpose: Treatment
Allocation: Randomized
Intervention Model: Parallel Assignment
Masking: Single


Arms and Interventions

| Participant Group/Arm | Intervention/Treatment |
| --- | --- |
| Experimental: CICT<br>Constraint-Induced Cognitive Therapy uses in-lab training on everyday activities with important cognitive components and procedures designed to transfer improvements from the treatment setting to every day life. This will be combined with computer-based Speed of Processing Training. | Behavioral: Speed of Processing Training<br>* Speed of processing training involves trainer-guided practice of computer-based video games. The games require the player to identify targets that are presented very briefly. In the first level of difficulty, the player has to identify a target at the center of the screen. In the second level, the player has to identify targets at the center and edge of the screen simultaneously. In the third level, other objects, which serve as decoys, are added. This intervention aims to improve the mental processing speed of participants. Trainees receive immediate feedback at the end of each trial, and rest will be provided after trials if necessary. These games will be implemented during training, and participants are also encouraged to practice at home.<br>* Other names: SOPT;Behavioral: In-lab Instrumental Activities of Daily Living Training<br>* Participant will receive shaping on IADLS. Participants will receive training on everyday tasks with important cognitive components, in which the difficulty is increased in small steps over the course of treatment.<br>* Other names: In-lab IADL Training;Behavioral: Transfer Package<br>* The Transfer Package was designed to try and bridge the gap between what is trained in the lab and what the participant does outside of the treatment setting. This components includes negotiation of a behavioral contract with participants at the outset of treatment regarding the responsibilities of the participant, family caregivers, if available, and the treatment team, self-monitoring, assignment of homework, review of homework by the trainer, and support of problem-solving by the participant.<br>* Other names: TP;Behavioral: Follow Up Phone Calls<br>* After completing training, participants will receive four follow up phone calls in the first month of training. Each call will separated by about a week. The focus of the calls will incorporating the lessons learnt during treatment into daily life.<br>|
| Experimental: CICT + VR<br>Constraint-Induced Cognitive Therapy plus Vocational Rehabilitation uses in-lab training on everyday activities with important cognitive components and procedures designed to transfer improvements from the treatment setting to every day life. This will be combined with computer-based Speed of Processing Training. This group will also receive vocational rehabilitation from the Alabama Department of Rehabilitation Services, such as career counseling and building important career skills. | Behavioral: Speed of Processing Training<br>* Speed of processing training involves trainer-guided practice of computer-based video games. The games require the player to identify targets that are presented very briefly. In the first level of difficulty, the player has to identify a target at the center of the screen. In the second level, the player has to identify targets at the center and edge of the screen simultaneously. In the third level, other objects, which serve as decoys, are added. This intervention aims to improve the mental processing speed of participants. Trainees receive immediate feedback at the end of each trial, and rest will be provided after trials if necessary. These games will be implemented during training, and participants are also encouraged to practice at home.<br>* Other names: SOPT;Behavioral: In-lab Instrumental Activities of Daily Living Training<br>* Participant will receive shaping on IADLS. Participants will receive training on everyday tasks with important cognitive components, in which the difficulty is increased in small steps over the course of treatment.<br>* Other names: In-lab IADL Training;Behavioral: Transfer Package<br>* The Transfer Package was designed to try and bridge the gap between what is trained in the lab and what the participant does outside of the treatment setting. This components includes negotiation of a behavioral contract with participants at the outset of treatment regarding the responsibilities of the participant, family caregivers, if available, and the treatment team, self-monitoring, assignment of homework, review of homework by the trainer, and support of problem-solving by the participant.<br>* Other names: TP;Behavioral: Follow Up Phone Calls<br>* After completing training, participants will receive four follow up phone calls in the first month of training. Each call will separated by about a week. The focus of the calls will incorporating the lessons learnt during treatment into daily life.<br>Behavioral: Vocational Rehabilitation<br>* In partnership with the Alabama Department of Rehabilitation Services (ADRS), participants who are eligible may receive vocational rehabilitation. Participants will receive typical services offered by the ADRS. These could include career counseling, guidance regarding job retention or return-to-work, and guidance regarding workplace accommodations.<br>Behavioral: Peer Mentoring<br>* Participants who are eligible for vocational rehabilitation, and agree will also have a peer mentor, a co-worker that will be trained by our team, to reinforce strategies the participant learned during training, and to help the participant problem solve issues that may arise on the job during the first month after treatment. Peer mentors will meet with trainers during the month after treatment to make sure procedures are being followed and address any issues that may arise.<br>|
| Active Comparator: BFT<br>Brain Fitness Training involves in-lab training on relaxation, healthy nutrition, and healthy sleep with procedures designed to promote integration of these lifestyles into everyday life. This will be combined with computer-based Speed of Processing Training. | Behavioral: Speed of Processing Training<br>* Speed of processing training involves trainer-guided practice of computer-based video games. The games require the player to identify targets that are presented very briefly. In the first level of difficulty, the player has to identify a target at the center of the screen. In the second level, the player has to identify targets at the center and edge of the screen simultaneously. In the third level, other objects, which serve as decoys, are added. This intervention aims to improve the mental processing speed of participants. Trainees receive immediate feedback at the end of each trial, and rest will be provided after trials if necessary. These games will be implemented during training, and participants are also encouraged to practice at home.<br>* Other names: SOPT;Behavioral: In-lab Brain Health Training<br>* Participants will receive training on healthy eating, sleeping, and relaxation techniques that have been shown to improve brain health.<br>* Other names: In-lab Stress Management Training;Behavioral: Transfer Package<br>* The Transfer Package was designed to try and bridge the gap between what is trained in the lab and what the participant does outside of the treatment setting. This components includes negotiation of a behavioral contract with participants at the outset of treatment regarding the responsibilities of the participant, family caregivers, if available, and the treatment team, self-monitoring, assignment of homework, review of homework by the trainer, and support of problem-solving by the participant.<br>* Other names: TP;Behavioral: Follow Up Phone Calls<br>* After completing training, participants will receive four follow up phone calls in the first month of training. Each call will separated by about a week. The focus of the calls will incorporating the lessons learnt during treatment into daily life.<br>|
| Active Comparator: BFT + VR<br>Brain Fitness Training plus Vocational Rehabilitation involves in-lab training on relaxation, healthy nutrition, and healthy sleep with procedures designed to promote integration of these lifestyles into everyday life. This group will also receive vocational rehabilitation from the Alabama Department of Rehabilitation Services, such as career counseling and building important career skills. | Behavioral: Speed of Processing Training<br>* Speed of processing training involves trainer-guided practice of computer-based video games. The games require the player to identify targets that are presented very briefly. In the first level of difficulty, the player has to identify a target at the center of the screen. In the second level, the player has to identify targets at the center and edge of the screen simultaneously. In the third level, other objects, which serve as decoys, are added. This intervention aims to improve the mental processing speed of participants. Trainees receive immediate feedback at the end of each trial, and rest will be provided after trials if necessary. These games will be implemented during training, and participants are also encouraged to practice at home.<br>* Other names: SOPT;Behavioral: In-lab Brain Health Training<br>* Participants will receive training on healthy eating, sleeping, and relaxation techniques that have been shown to improve brain health.<br>* Other names: In-lab Stress Management Training;Behavioral: Transfer Package<br>* The Transfer Package was designed to try and bridge the gap between what is trained in the lab and what the participant does outside of the treatment setting. This components includes negotiation of a behavioral contract with participants at the outset of treatment regarding the responsibilities of the participant, family caregivers, if available, and the treatment team, self-monitoring, assignment of homework, review of homework by the trainer, and support of problem-solving by the participant.<br>* Other names: TP;Behavioral: Follow Up Phone Calls<br>* After completing training, participants will receive four follow up phone calls in the first month of training. Each call will separated by about a week. The focus of the calls will incorporating the lessons learnt during treatment into daily life.<br>Behavioral: Vocational Rehabilitation<br>* In partnership with the Alabama Department of Rehabilitation Services (ADRS), participants who are eligible may receive vocational rehabilitation. Participants will receive typical services offered by the ADRS. These could include career counseling, guidance regarding job retention or return-to-work, and guidance regarding workplace accommodations.<br>|

What is the study measuring?
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Primary Outcome Measures

| Outcome Measure | Measure Description | Time Frame |
| --- | --- | --- |
| Canadian Occupational Performance Measure (COPM) | The COPM is a standard, validated, trans-diagnostic, patient-centered structured interview which is commonly used to measure the real-world outcome of rehabilitation procedures that span both motor and cognitive functions after stroke. The Performance Scale assesses how well a participant performs five activities in their daily life, i.e., outside the lab, that are important to the participant. Activities, for this purpose, will be restricted to those with an important cognitive component ,i.e., IADL. The 10-point response scale ranges from 1 (not able to do the activity at all) to 10 (able to do the activity extremely well). Performance Scale scores from the participant will be the primary outcome. | Change from Day 30 to Day 60, i.e., from Pre- to Post-treatment | 

 Terms related to the study
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Keywords Provided by Centre Hospitalier Valida
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Long COVID, Brain Fog, Cognitive Impairment, Vocational Rehabilitation, COVID-19, PASC, Cognitive Rehabilitation