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Emotion Regulation During Frustration

0 Shared Subjects

Regulatory attempts are defined as strategic behaviors that have the capacity to modify emotional states. They need not be immediately effective or appropriate to count as a regulatory attempt, as will be clear from the categories and ratings below. The coder identifies whether or not each regulatory attempt occurred during the epoch and then rates the immediate effectiveness of the attempt in regard to its altering emotional state.
Clinical Assessments
Task Based
12/28/2018
erdf01
04/30/2019
View Change History
01
Query Element Name Data Type Size Required Description Value Range Notes Aliases
subjectkey GUID Required The NDAR Global Unique Identifier (GUID) for research subject NDAR*
src_subject_id String 20 Required Subject ID how it's defined in lab/project
interview_date Date Required Date on which the interview/genetic test/sampling/imaging/biospecimen was completed. MM/DD/YYYY
interview_age Integer Required Age in months at the time of the interview/test/sampling/imaging. 0::1440 Age is rounded to chronological month. If the research participant is 15-days-old at time of interview, the appropriate value would be 0 months. If the participant is 16-days-old, the value would be 1 month.
sex String 20 Required Sex of subject at birth M;F; O; NR M = Male; F = Female; O=Other; NR = Not reported gender
version_form String 121 Recommended Form used/assessment name
baseline_a_002 String 100 Recommended Interview Start Time:
aescode Integer Recommended Staff code number of person completing this form 999= Missing Data
comments_misc String 4,000 Recommended Miscellaneous comments on study, interview, methodology relevant to this form data
comments String 4,000 Recommended Comments about assessment
e1_behavior Integer Recommended Epoch 1: Behavior Code 0::6;99 0 = No codable behavior; 1 = Defiance ; 2 = Problem Solve ; 3 = Distraction ; 4 = Self-Soothe ; 5 = Play Activity ; 6 = Talk; 99 = Child's face/body completely obstructed for 15 consecutive seconds
e1_newsame Integer Recommended Epoch 1: New/Same 1;2 1 = New; 2 = Same
e1_focus Integer Recommended Epoch 1: Focus 1::3 1 = Wants; 2 = Doesn't Want; 3 = Neutral
e1_effectiveness Integer Recommended Epoch 1: Effectiveness 0::3;9;99 0 = not at all effective; 1 = attempts were slightly or somewhat effective; 2 = attempts were greatly effective; 3 = neutrality maintained; 9 = no regulatory strategy occurred; 99 = Child's face/body completely obstructed for 15 consecutive seconds
e1_code String 4 Recommended Epoch 1: Behavior Code ODD ; ODO ; S ; V ; AF ; AF-A ; D1 ; D2 ; O ; L ; FD ; I ; ODDt ; D1v ; D2v ; FDt ODD = Other Directed, Demand ; ODO = Other Directed, Other ; S = Self-soothing ; V = Self-directed Verbalization ; AF = Attempts to Fix ; AF-A = Attempts to Fix-Alternate Strategy (only in Lock Box) ; D1 = Distraction, Level 1 ; D2 = Distraction, Level 2 ; O = Object engagement ; L = Leave-taking ; FD = Focus on the Demand ; I = Immobilized ; ODDt = Other Directed, Demand (t) for touching demand/prohibited object ; D1v = Distraction, Level 1 (v) for verbalization ; D2v = Distraction, Level 2 (v) for verbalization ; FDt = Focus on the Demand (t) for touching demand/prohibited object
e1_strategy_code Integer Recommended Epoch 1: Behavior Strategy Code 1::3 1 = strategy occurred and was self-initiated; 2 = strategy occurred and was disruptive; 3 = strategy occurred and was adult-initiated
comments1 String 1,000 Recommended Comments 1
e2_behavior Integer Recommended Epoch 2: Behavior Code 0::6;99 0 = No codable behavior; 1 = Defiance ; 2 = Problem Solve ; 3 = Distraction ; 4 = Self-Soothe ; 5 = Play Activity ; 6 = Talk; 99 = Child's face/body completely obstructed for 15 consecutive seconds
e2_newsame Integer Recommended Epoch 2: New/Same 1;2 1 = New; 2 = Same
e2_focus Integer Recommended Epoch 2: Focus 1::3 1 = Wants; 2 = Doesn't Want; 3 = Neutral
e2_effectiveness Integer Recommended Epoch 2: Effectiveness 0::3;9;99 0 = not at all effective; 1 = attempts were slightly or somewhat effective; 2 = attempts were greatly effective; 3 = neutrality maintained; 9 = no regulatory strategy occurred; 99 = Child's face/body completely obstructed for 15 consecutive seconds
e2_code String 4 Recommended Epoch 2: Behavior Code ODD ; ODO ; S ; V ; AF ; AF-A ; D1 ; D2 ; O ; L ; FD ; I ; ODDt ; D1v ; D2v ; FDt ODD = Other Directed, Demand ; ODO = Other Directed, Other ; S = Self-soothing ; V = Self-directed Verbalization ; AF = Attempts to Fix ; AF-A = Attempts to Fix-Alternate Strategy (only in Lock Box) ; D1 = Distraction, Level 1 ; D2 = Distraction, Level 2 ; O = Object engagement ; L = Leave-taking ; FD = Focus on the Demand ; I = Immobilized ; ODDt = Other Directed, Demand (t) for touching demand/prohibited object ; D1v = Distraction, Level 1 (v) for verbalization ; D2v = Distraction, Level 2 (v) for verbalization ; FDt = Focus on the Demand (t) for touching demand/prohibited object
e2_strategy_code Integer Recommended Epoch 2: Behavior Strategy Code 1::3 1 = strategy occurred and was self-initiated; 2 = strategy occurred and was disruptive; 3 = strategy occurred and was adult-initiated
comments2 String 1,000 Recommended Comments 2
e3_behavior Integer Recommended Epoch 3: Behavior Code 0::6;99 0 = No codable behavior; 1 = Defiance ; 2 = Problem Solve ; 3 = Distraction ; 4 = Self-Soothe ; 5 = Play Activity ; 6 = Talk; 99 = Child's face/body completely obstructed for 15 consecutive seconds
e3_newsame Integer Recommended Epoch 3: New/Same 1;2 1 = New; 2 = Same
e3_focus Integer Recommended Epoch 3: Focus 1::3 1 = Wants; 2 = Doesn't Want; 3 = Neutral
e3_effectiveness Integer Recommended Epoch 3: Effectiveness 0::3;9;99 0 = not at all effective; 1 = attempts were slightly or somewhat effective; 2 = attempts were greatly effective; 3 = neutrality maintained; 9 = no regulatory strategy occurred; 99 = Child's face/body completely obstructed for 15 consecutive seconds
e3_code String 4 Recommended Epoch 3: Behavior Code ODD ; ODO ; S ; V ; AF ; AF-A ; D1 ; D2 ; O ; L ; FD ; I ; ODDt ; D1v ; D2v ; FDt ODD = Other Directed, Demand ; ODO = Other Directed, Other ; S = Self-soothing ; V = Self-directed Verbalization ; AF = Attempts to Fix ; AF-A = Attempts to Fix-Alternate Strategy (only in Lock Box) ; D1 = Distraction, Level 1 ; D2 = Distraction, Level 2 ; O = Object engagement ; L = Leave-taking ; FD = Focus on the Demand ; I = Immobilized ; ODDt = Other Directed, Demand (t) for touching demand/prohibited object ; D1v = Distraction, Level 1 (v) for verbalization ; D2v = Distraction, Level 2 (v) for verbalization ; FDt = Focus on the Demand (t) for touching demand/prohibited object
e3_strategy_code Integer Recommended Epoch 3: Behavior Strategy Code 1::3 1 = strategy occurred and was self-initiated; 2 = strategy occurred and was disruptive; 3 = strategy occurred and was adult-initiated
comments3 String 1,000 Recommended Comments 3
e4_behavior Integer Recommended Epoch 4: Behavior Code 0::6;99 0 = No codable behavior; 1 = Defiance ; 2 = Problem Solve ; 3 = Distraction ; 4 = Self-Soothe ; 5 = Play Activity ; 6 = Talk; 99 = Child's face/body completely obstructed for 15 consecutive seconds
e4_newsame Integer Recommended Epoch 4: New/Same 1;2 1 = New; 2 = Same
e4_focus Integer Recommended Epoch 4: Focus 1::3 1 = Wants; 2 = Doesn't Want; 3 = Neutral
e4_effectiveness Integer Recommended Epoch 4: Effectiveness 0::3;9;99 0 = not at all effective; 1 = attempts were slightly or somewhat effective; 2 = attempts were greatly effective; 3 = neutrality maintained; 9 = no regulatory strategy occurred; 99 = Child's face/body completely obstructed for 15 consecutive seconds
e4_code String 4 Recommended Epoch 4: Behavior Code ODD ; ODO ; S ; V ; AF ; AF-A ; D1 ; D2 ; O ; L ; FD ; I ; ODDt ; D1v ; D2v ; FDt ODD = Other Directed, Demand ; ODO = Other Directed, Other ; S = Self-soothing ; V = Self-directed Verbalization ; AF = Attempts to Fix ; AF-A = Attempts to Fix-Alternate Strategy (only in Lock Box) ; D1 = Distraction, Level 1 ; D2 = Distraction, Level 2 ; O = Object engagement ; L = Leave-taking ; FD = Focus on the Demand ; I = Immobilized ; ODDt = Other Directed, Demand (t) for touching demand/prohibited object ; D1v = Distraction, Level 1 (v) for verbalization ; D2v = Distraction, Level 2 (v) for verbalization ; FDt = Focus on the Demand (t) for touching demand/prohibited object
e4_strategy_code Integer Recommended Epoch 4: Behavior Strategy Code 1::3 1 = strategy occurred and was self-initiated; 2 = strategy occurred and was disruptive; 3 = strategy occurred and was adult-initiated
comments4 String 1,000 Recommended Comments 4
e5_behavior Integer Recommended Epoch 5: Behavior Code 0::6;99 0 = No codable behavior; 1 = Defiance ; 2 = Problem Solve ; 3 = Distraction ; 4 = Self-Soothe ; 5 = Play Activity ; 6 = Talk; 99 = Child's face/body completely obstructed for 15 consecutive seconds
e5_newsame Integer Recommended Epoch 5: New/Same 1;2 1 = New; 2 = Same
e5_focus Integer Recommended Epoch 5: Focus 1::3 1 = Wants; 2 = Doesn't Want; 3 = Neutral
e5_effectiveness Integer Recommended Epoch 5: Effectiveness 0::3;9;99 0 = not at all effective; 1 = attempts were slightly or somewhat effective; 2 = attempts were greatly effective; 3 = neutrality maintained; 9 = no regulatory strategy occurred; 99 = Child's face/body completely obstructed for 15 consecutive seconds
e5_code String 4 Recommended Epoch 5: Behavior Code ODD ; ODO ; S ; V ; AF ; AF-A ; D1 ; D2 ; O ; L ; FD ; I ; ODDt ; D1v ; D2v ; FDt ODD = Other Directed, Demand ; ODO = Other Directed, Other ; S = Self-soothing ; V = Self-directed Verbalization ; AF = Attempts to Fix ; AF-A = Attempts to Fix-Alternate Strategy (only in Lock Box) ; D1 = Distraction, Level 1 ; D2 = Distraction, Level 2 ; O = Object engagement ; L = Leave-taking ; FD = Focus on the Demand ; I = Immobilized ; ODDt = Other Directed, Demand (t) for touching demand/prohibited object ; D1v = Distraction, Level 1 (v) for verbalization ; D2v = Distraction, Level 2 (v) for verbalization ; FDt = Focus on the Demand (t) for touching demand/prohibited object
e5_strategy_code Integer Recommended Epoch 5: Behavior Strategy Code 1::3 1 = strategy occurred and was self-initiated; 2 = strategy occurred and was disruptive; 3 = strategy occurred and was adult-initiated
comments5 String 200 Recommended Comments 5
e6_behavior Integer Recommended Epoch 6: Behavior Code 0::6;99 0 = No codable behavior; 1 = Defiance ; 2 = Problem Solve ; 3 = Distraction ; 4 = Self-Soothe ; 5 = Play Activity ; 6 = Talk; 99 = Child's face/body completely obstructed for 15 consecutive seconds
e6_newsame Integer Recommended Epoch 6: New/Same 1;2 1 = New; 2 = Same
e6_focus Integer Recommended Epoch 6: Focus 1::3 1 = Wants; 2 = Doesn't Want; 3 = Neutral
e6_effectiveness Integer Recommended Epoch 6: Effectiveness 0::3;9;99 0 = not at all effective; 1 = attempts were slightly or somewhat effective; 2 = attempts were greatly effective; 3 = neutrality maintained; 9 = no regulatory strategy occurred; 99 = Child's face/body completely obstructed for 15 consecutive seconds
e6_code String 4 Recommended Epoch 6: Behavior Code ODD ; ODO ; S ; V ; AF ; AF-A ; D1 ; D2 ; O ; L ; FD ; I ; ODDt ; D1v ; D2v ; FDt ODD = Other Directed, Demand ; ODO = Other Directed, Other ; S = Self-soothing ; V = Self-directed Verbalization ; AF = Attempts to Fix ; AF-A = Attempts to Fix-Alternate Strategy (only in Lock Box) ; D1 = Distraction, Level 1 ; D2 = Distraction, Level 2 ; O = Object engagement ; L = Leave-taking ; FD = Focus on the Demand ; I = Immobilized ; ODDt = Other Directed, Demand (t) for touching demand/prohibited object ; D1v = Distraction, Level 1 (v) for verbalization ; D2v = Distraction, Level 2 (v) for verbalization ; FDt = Focus on the Demand (t) for touching demand/prohibited object
e6_strategy_code Integer Recommended Epoch 6: Behavior Strategy Code 1::3 1 = strategy occurred and was self-initiated; 2 = strategy occurred and was disruptive; 3 = strategy occurred and was adult-initiated
comments6 String 200 Recommended Comments 6
e7_behavior Integer Recommended Epoch 7: Behavior Code 0::6;99 0 = No codable behavior; 1 = Defiance ; 2 = Problem Solve ; 3 = Distraction ; 4 = Self-Soothe ; 5 = Play Activity ; 6 = Talk; 99 = Child's face/body completely obstructed for 15 consecutive seconds
e7_newsame Integer Recommended Epoch 7: New/Same 1;2 1 = New; 2 = Same
e7_focus Integer Recommended Epoch 7: Focus 1::3 1 = Wants; 2 = Doesn't Want; 3 = Neutral
e7_effectiveness Integer Recommended Epoch 7: Effectiveness 0::3;9;99 0 = not at all effective; 1 = attempts were slightly or somewhat effective; 2 = attempts were greatly effective; 3 = neutrality maintained; 9 = no regulatory strategy occurred; 99 = Child's face/body completely obstructed for 15 consecutive seconds
e7_code String 4 Recommended Epoch 7: Behavior Code ODD ; ODO ; S ; V ; AF ; AF-A ; D1 ; D2 ; O ; L ; FD ; I ; ODDt ; D1v ; D2v ; FDt ODD = Other Directed, Demand ; ODO = Other Directed, Other ; S = Self-soothing ; V = Self-directed Verbalization ; AF = Attempts to Fix ; AF-A = Attempts to Fix-Alternate Strategy (only in Lock Box) ; D1 = Distraction, Level 1 ; D2 = Distraction, Level 2 ; O = Object engagement ; L = Leave-taking ; FD = Focus on the Demand ; I = Immobilized ; ODDt = Other Directed, Demand (t) for touching demand/prohibited object ; D1v = Distraction, Level 1 (v) for verbalization ; D2v = Distraction, Level 2 (v) for verbalization ; FDt = Focus on the Demand (t) for touching demand/prohibited object
e7_strategy_code Integer Recommended Epoch 7: Behavior Strategy Code 1::3 1 = strategy occurred and was self-initiated; 2 = strategy occurred and was disruptive; 3 = strategy occurred and was adult-initiated
comments7 String 200 Recommended Comments 7
e8_behavior Integer Recommended Epoch 8: Behavior Code 0::6;99 0 = No codable behavior; 1 = Defiance ; 2 = Problem Solve ; 3 = Distraction ; 4 = Self-Soothe ; 5 = Play Activity ; 6 = Talk; 99 = Child's face/body completely obstructed for 15 consecutive seconds
e8_newsame Integer Recommended Epoch 8: New/Same 1;2 1 = New; 2 = Same
e8_focus Integer Recommended Epoch 8: Focus 1::3 1 = Wants; 2 = Doesn't Want; 3 = Neutral
e8_effectiveness Integer Recommended Epoch 8: Effectiveness 0::3;9;99 0 = not at all effective; 1 = attempts were slightly or somewhat effective; 2 = attempts were greatly effective; 3 = neutrality maintained; 9 = no regulatory strategy occurred; 99 = Child's face/body completely obstructed for 15 consecutive seconds
e8_code String 4 Recommended Epoch 8: Behavior Code ODD ; ODO ; S ; V ; AF ; AF-A ; D1 ; D2 ; O ; L ; FD ; I ; ODDt ; D1v ; D2v ; FDt ODD = Other Directed, Demand ; ODO = Other Directed, Other ; S = Self-soothing ; V = Self-directed Verbalization ; AF = Attempts to Fix ; AF-A = Attempts to Fix-Alternate Strategy (only in Lock Box) ; D1 = Distraction, Level 1 ; D2 = Distraction, Level 2 ; O = Object engagement ; L = Leave-taking ; FD = Focus on the Demand ; I = Immobilized ; ODDt = Other Directed, Demand (t) for touching demand/prohibited object ; D1v = Distraction, Level 1 (v) for verbalization ; D2v = Distraction, Level 2 (v) for verbalization ; FDt = Focus on the Demand (t) for touching demand/prohibited object
e8_strategy_code Integer Recommended Epoch 8: Behavior Strategy Code 1::3 1 = strategy occurred and was self-initiated; 2 = strategy occurred and was disruptive; 3 = strategy occurred and was adult-initiated
comments8 String 200 Recommended Comments 8
e9_behavior Integer Recommended Epoch 9: Behavior Code 0::6;99 0 = No codable behavior; 1 = Defiance ; 2 = Problem Solve ; 3 = Distraction ; 4 = Self-Soothe ; 5 = Play Activity ; 6 = Talk; 99 = Child's face/body completely obstructed for 15 consecutive seconds
e9_newsame Integer Recommended Epoch 9: New/Same 1;2 1 = New; 2 = Same
e9_focus Integer Recommended Epoch 9: Focus 1::3 1 = Wants; 2 = Doesn't Want; 3 = Neutral
e9_effectiveness Integer Recommended Epoch 9: Effectiveness 0::3;9;99 0 = not at all effective; 1 = attempts were slightly or somewhat effective; 2 = attempts were greatly effective; 3 = neutrality maintained; 9 = no regulatory strategy occurred; 99 = Child's face/body completely obstructed for 15 consecutive seconds
e9_code String 4 Recommended Epoch 9: Behavior Code ODD ; ODO ; S ; V ; AF ; AF-A ; D1 ; D2 ; O ; L ; FD ; I ; ODDt ; D1v ; D2v ; FDt ODD = Other Directed, Demand ; ODO = Other Directed, Other ; S = Self-soothing ; V = Self-directed Verbalization ; AF = Attempts to Fix ; AF-A = Attempts to Fix-Alternate Strategy (only in Lock Box) ; D1 = Distraction, Level 1 ; D2 = Distraction, Level 2 ; O = Object engagement ; L = Leave-taking ; FD = Focus on the Demand ; I = Immobilized ; ODDt = Other Directed, Demand (t) for touching demand/prohibited object ; D1v = Distraction, Level 1 (v) for verbalization ; D2v = Distraction, Level 2 (v) for verbalization ; FDt = Focus on the Demand (t) for touching demand/prohibited object
e9_strategy_code Integer Recommended Epoch 9: Behavior Strategy Code 1::3 1 = strategy occurred and was self-initiated; 2 = strategy occurred and was disruptive; 3 = strategy occurred and was adult-initiated
comments9 String 200 Recommended Comments 9
e10_behavior Integer Recommended Epoch 10: Behavior Code 0::6;99 0 = No codable behavior; 1 = Defiance ; 2 = Problem Solve ; 3 = Distraction ; 4 = Self-Soothe ; 5 = Play Activity ; 6 = Talk; 99 = Child's face/body completely obstructed for 15 consecutive seconds
e10_newsame Integer Recommended Epoch 10: New/Same 1;2 1 = New; 2 = Same
e10_focus Integer Recommended Epoch 10: Focus 1::3 1 = Wants; 2 = Doesn't Want; 3 = Neutral
e10_effectiveness Integer Recommended Epoch 10: Effectiveness 0::3;9;99 0 = not at all effective; 1 = attempts were slightly or somewhat effective; 2 = attempts were greatly effective; 3 = neutrality maintained; 9 = no regulatory strategy occurred; 99 = Child's face/body completely obstructed for 15 consecutive seconds
e10_code String 4 Recommended Epoch 10: Behavior Code ODD ; ODO ; S ; V ; AF ; AF-A ; D1 ; D2 ; O ; L ; FD ; I ; ODDt ; D1v ; D2v ; FDt ODD = Other Directed, Demand ; ODO = Other Directed, Other ; S = Self-soothing ; V = Self-directed Verbalization ; AF = Attempts to Fix ; AF-A = Attempts to Fix-Alternate Strategy (only in Lock Box) ; D1 = Distraction, Level 1 ; D2 = Distraction, Level 2 ; O = Object engagement ; L = Leave-taking ; FD = Focus on the Demand ; I = Immobilized ; ODDt = Other Directed, Demand (t) for touching demand/prohibited object ; D1v = Distraction, Level 1 (v) for verbalization ; D2v = Distraction, Level 2 (v) for verbalization ; FDt = Focus on the Demand (t) for touching demand/prohibited object
e10_strategy_code Integer Recommended Epoch 10: Behavior Strategy Code 1::3 1 = strategy occurred and was self-initiated; 2 = strategy occurred and was disruptive; 3 = strategy occurred and was adult-initiated
comments10 String 200 Recommended Comments 10
e11_behavior Integer Recommended Epoch 11: Behavior Code 0::6;99 0 = No codable behavior; 1 = Defiance ; 2 = Problem Solve ; 3 = Distraction ; 4 = Self-Soothe ; 5 = Play Activity ; 6 = Talk; 99 = Child's face/body completely obstructed for 15 consecutive seconds
e11_newsame Integer Recommended Epoch 11: New/Same 1;2 1 = New; 2 = Same
e11_focus Integer Recommended Epoch 11: Focus 1::3 1 = Wants; 2 = Doesn't Want; 3 = Neutral
e11_effectiveness Integer Recommended Epoch 11: Effectiveness 0::3;9;99 0 = not at all effective; 1 = attempts were slightly or somewhat effective; 2 = attempts were greatly effective; 3 = neutrality maintained; 9 = no regulatory strategy occurred; 99 = Child's face/body completely obstructed for 15 consecutive seconds
e11_code String 4 Recommended Epoch 11: Behavior Code ODD ; ODO ; S ; V ; AF ; AF-A ; D1 ; D2 ; O ; L ; FD ; I ; ODDt ; D1v ; D2v ; FDt ODD = Other Directed, Demand ; ODO = Other Directed, Other ; S = Self-soothing ; V = Self-directed Verbalization ; AF = Attempts to Fix ; AF-A = Attempts to Fix-Alternate Strategy (only in Lock Box) ; D1 = Distraction, Level 1 ; D2 = Distraction, Level 2 ; O = Object engagement ; L = Leave-taking ; FD = Focus on the Demand ; I = Immobilized ; ODDt = Other Directed, Demand (t) for touching demand/prohibited object ; D1v = Distraction, Level 1 (v) for verbalization ; D2v = Distraction, Level 2 (v) for verbalization ; FDt = Focus on the Demand (t) for touching demand/prohibited object
e11_strategy_code Integer Recommended Epoch 11: Behavior Strategy Code 1::3 1 = strategy occurred and was self-initiated; 2 = strategy occurred and was disruptive; 3 = strategy occurred and was adult-initiated
comments11 String 200 Recommended Comments 11
e12_behavior Integer Recommended Epoch 12: Behavior Code 0::6;99 0 = No codable behavior; 1 = Defiance ; 2 = Problem Solve ; 3 = Distraction ; 4 = Self-Soothe ; 5 = Play Activity ; 6 = Talk; 99 = Child's face/body completely obstructed for 15 consecutive seconds
e12_newsame Integer Recommended Epoch 12: New/Same 1;2 1 = New; 2 = Same
e12_focus Integer Recommended Epoch 12: Focus 1::3 1 = Wants; 2 = Doesn't Want; 3 = Neutral
e12_effectiveness Integer Recommended Epoch 12: Effectiveness 0::3;9;99 0 = not at all effective; 1 = attempts were slightly or somewhat effective; 2 = attempts were greatly effective; 3 = neutrality maintained; 9 = no regulatory strategy occurred; 99 = Child's face/body completely obstructed for 15 consecutive seconds
e12_code String 4 Recommended Epoch 12: Behavior Code ODD ; ODO ; S ; V ; AF ; AF-A ; D1 ; D2 ; O ; L ; FD ; I ; ODDt ; D1v ; D2v ; FDt ODD = Other Directed, Demand ; ODO = Other Directed, Other ; S = Self-soothing ; V = Self-directed Verbalization ; AF = Attempts to Fix ; AF-A = Attempts to Fix-Alternate Strategy (only in Lock Box) ; D1 = Distraction, Level 1 ; D2 = Distraction, Level 2 ; O = Object engagement ; L = Leave-taking ; FD = Focus on the Demand ; I = Immobilized ; ODDt = Other Directed, Demand (t) for touching demand/prohibited object ; D1v = Distraction, Level 1 (v) for verbalization ; D2v = Distraction, Level 2 (v) for verbalization ; FDt = Focus on the Demand (t) for touching demand/prohibited object
e12_strategy_code Integer Recommended Epoch 12: Behavior Strategy Code 1::3 1 = strategy occurred and was self-initiated; 2 = strategy occurred and was disruptive; 3 = strategy occurred and was adult-initiated
comments12 String 200 Recommended Comments 12
e1_emotion_code Integer Recommended Epoch 1: Emotion Code 0::4;9 0 = Neutral; 1 = Happy; 2 = Sad; 3 = Angry; 4 = Anxious; 9 = Non-codable (emotion not included in coding system or child's face invisible/voice inaudible)
e1_intensity Integer Recommended Epoch 1: Intensity 0::3 0 = No sign of any cue for this emotion; 1 = Mild; 2 = Moderate; 3 = Intense
e1_cues String 100 Recommended Epoch 1: Emotional Cues
e2_emotion_code Integer Recommended Epoch 2: Emotion Code 0::4;9 0 = Neutral; 1 = Happy; 2 = Sad; 3 = Angry; 4 = Anxious; 9 = Non-codable (emotion not included in coding system or child's face invisible/voice inaudible)
e2_intensity Integer Recommended Epoch 2: Intensity 0::3 0 = No sign of any cue for this emotion; 1 = Mild; 2 = Moderate; 3 = Intense
e2_cues String 100 Recommended Epoch 2: Emotional Cues
e3_emotion_code Integer Recommended Epoch 3: Emotion Code 0::4;9 0 = Neutral; 1 = Happy; 2 = Sad; 3 = Angry; 4 = Anxious; 9 = Non-codable (emotion not included in coding system or child's face invisible/voice inaudible)
e3_intensity Integer Recommended Epoch 3: Intensity 0::3 0 = No sign of any cue for this emotion; 1 = Mild; 2 = Moderate; 3 = Intense
e3_cues String 100 Recommended Epoch 3: Emotional Cues
e4_emotion_code Integer Recommended Epoch 4: Emotion Code 0::4;9 0 = Neutral; 1 = Happy; 2 = Sad; 3 = Angry; 4 = Anxious; 9 = Non-codable (emotion not included in coding system or child's face invisible/voice inaudible)
e4_intensity Integer Recommended Epoch 4: Intensity 0::3 0 = No sign of any cue for this emotion; 1 = Mild; 2 = Moderate; 3 = Intense
e4_cues String 100 Recommended Epoch 4: Emotional Cues
e5_emotion_code Integer Recommended Epoch 5: Emotion Code 0::4;9 0 = Neutral; 1 = Happy; 2 = Sad; 3 = Angry; 4 = Anxious; 9 = Non-codable (emotion not included in coding system or child's face invisible/voice inaudible)
e5_intensity Integer Recommended Epoch 5: Intensity 0::3 0 = No sign of any cue for this emotion; 1 = Mild; 2 = Moderate; 3 = Intense
e5_cues String 100 Recommended Epoch 5: Emotional Cues
e6_emotion_code Integer Recommended Epoch 6: Emotion Code 0::4;9 0 = Neutral; 1 = Happy; 2 = Sad; 3 = Angry; 4 = Anxious; 9 = Non-codable (emotion not included in coding system or child's face invisible/voice inaudible)
e6_intensity Integer Recommended Epoch 6: Intensity 0::3 0 = No sign of any cue for this emotion; 1 = Mild; 2 = Moderate; 3 = Intense
e6_cues String 100 Recommended Epoch 6: Emotional Cues
e7_emotion_code Integer Recommended Epoch 7: Emotion Code 0::4;9 0 = Neutral; 1 = Happy; 2 = Sad; 3 = Angry; 4 = Anxious; 9 = Non-codable (emotion not included in coding system or child's face invisible/voice inaudible)
e7_intensity Integer Recommended Epoch 7: Intensity 0::3 0 = No sign of any cue for this emotion; 1 = Mild; 2 = Moderate; 3 = Intense
e7_cues String 100 Recommended Epoch 7: Emotional Cues
e8_emotion_code Integer Recommended Epoch 8: Emotion Code 0::4;9 0 = Neutral; 1 = Happy; 2 = Sad; 3 = Angry; 4 = Anxious; 9 = Non-codable (emotion not included in coding system or child's face invisible/voice inaudible)
e8_intensity Integer Recommended Epoch 8: Intensity 0::3 0 = No sign of any cue for this emotion; 1 = Mild; 2 = Moderate; 3 = Intense
e8_cues String 100 Recommended Epoch 8: Emotional Cues
e9_emotion_code Integer Recommended Epoch 9: Emotion Code 0::4;9 0 = Neutral; 1 = Happy; 2 = Sad; 3 = Angry; 4 = Anxious; 9 = Non-codable (emotion not included in coding system or child's face invisible/voice inaudible)
e9_intensity Integer Recommended Epoch 9: Intensity 0::3 0 = No sign of any cue for this emotion; 1 = Mild; 2 = Moderate; 3 = Intense
e9_cues String 100 Recommended Epoch 9: Emotional Cues
e10_emotion_code Integer Recommended Epoch 10: Emotion Code 0::4;9 0 = Neutral; 1 = Happy; 2 = Sad; 3 = Angry; 4 = Anxious; 9 = Non-codable (emotion not included in coding system or child's face invisible/voice inaudible)
e10_intensity Integer Recommended Epoch 10: Intensity 0::3 0 = No sign of any cue for this emotion; 1 = Mild; 2 = Moderate; 3 = Intense
e10_cues String 100 Recommended Epoch 10: Emotional Cues
e11_emotion_code Integer Recommended Epoch 11: Emotion Code 0::4;9 0 = Neutral; 1 = Happy; 2 = Sad; 3 = Angry; 4 = Anxious; 9 = Non-codable (emotion not included in coding system or child's face invisible/voice inaudible)
e11_intensity Integer Recommended Epoch 11: Intensity 0::3 0 = No sign of any cue for this emotion; 1 = Mild; 2 = Moderate; 3 = Intense
e11_cues String 100 Recommended Epoch 11: Emotional Cues
e12_emotion_code Integer Recommended Epoch 12: Emotion Code 0::4;9 0 = Neutral; 1 = Happy; 2 = Sad; 3 = Angry; 4 = Anxious; 9 = Non-codable (emotion not included in coding system or child's face invisible/voice inaudible)
e12_intensity Integer Recommended Epoch 12: Intensity 0::3 0 = No sign of any cue for this emotion; 1 = Mild; 2 = Moderate; 3 = Intense
e12_cues String 100 Recommended Epoch 12: Emotional Cues
sack_frustrated String 1 Recommended Sack Task - How much did [child] feel frustrated? a;b;c a = Not frustrated; b = A little frustrated; c = Frustrated a lot
sack_sad String 1 Recommended Sack Task - How much did [child] feel sad? a;b;c a = Not sad; b = A little sad; c = Sad a lot
sack_afraid_nervous String 1 Recommended Sack Task - How much did [child] feel afraid or nervous? a;b;c a = Not afraid or nervous; b = A little afraid or nervous; c = Afraid or nervous a lot
sack_happy String 1 Recommended Sack Task - How much did [child] feel happy? a;b;c a = Not happy; b = A little happy; c = Happy a lot
box_frustrated String 1 Recommended Box Task - How much did [child] feel frustrated? a;b;c a = Not frustrated; b = A little frustrated; c = Frustrated a lot
box_sad String 1 Recommended Box Task - How much did [child] feel sad? a;b;c a = Not sad; b = A little sad; c = Sad a lot
box_afraid_nervous String 1 Recommended Box Task - How much did [child] feel afraid or nervous? a;b;c a = Not afraid or nervous; b = A little afraid or nervous; c = Afraid or nervous a lot
box_happy String 1 Recommended Box Task - How much did [child] feel happy? a;b;c a = Not happy; b = A little happy; c = Happy a lot
Query visit String 60 Recommended Visit name
Data Structure

This page displays the data structure defined for the measure identified in the title and structure short name. The table below displays a list of data elements in this structure (also called variables) and the following information:

  • Element Name: This is the standard element name
  • Data Type: Which type of data this element is, e.g. String, Float, File location.
  • Size: If applicable, the character limit of this element
  • Required: This column displays whether the element is Required for valid submissions, Recommended for valid submissions, Conditional on other elements, or Optional
  • Description: A basic description
  • Value Range: Which values can appear validly in this element (case sensitive for strings)
  • Notes: Expanded description or notes on coding of values
  • Aliases: A list of currently supported Aliases (alternate element names)
  • For valid elements with shared data, on the far left is a Filter button you can use to view a summary of shared data for that element and apply a query filter to your Cart based on selected value ranges

At the top of this page you can also:

  • Use the search bar to filter the elements displayed. This will not filter on the Size of Required columns
  • Download a copy of this definition in CSV format
  • Download a blank CSV submission template prepopulated with the correct structure header rows ready to fill with subject records and upload

Please email the The NDA Help Desk with any questions.