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1.
The use of serious games (SGs) to provide intervention for various skills to children with autism spectrum disorder (ASD) has increased in the recent years. However, the potential of these games has not been utilized to provide learning of vocabulary to children with ASD. In designing games for children with ASD, there is a need to consider components specifically from the perspectives of ASD and the generic components that can support from the theoretical, content, and game design aspects. In the absence of any existing framework to design games for children with ASD, this article first introduces a framework named serious game design framework (SGDF), constructed to provide support throughout the design process. This framework was constructed based on the extensive review of the literature on ASD and existing SGDFs. The article then focuses on the design and development of a SG prototype based on SGDF. An experimental evaluation prototype was conducted to examine the effectiveness using the withdrawal design of single-subject research design (SSRD) in improving the receptive identification of vocabulary items among children with autism before and after using the prototype. The receptive identification of vocabulary items is measured in terms of the number of correct responses given and the number of attempts made to identify the correct response. The pre- and post-evaluations of the SG prototype show that learning of vocabulary items among children with ASD improved after using the game and they retained items at the end of weeks 1 and 2 following the withdrawal of intervention.  相似文献   

2.
Digital educational games research tends to lack ecological validity by not adequately taking into account the views and perspectives of children and young people with autism spectrum disorders (ASD). This paper is a pilot study that explores and analyses an academic‐based educational game that was co‐designed with and for young people with ASD. The serious game aims to help the players learn Geography‐specific knowledge and integrates several strategic features so that users can collaborate together against the computer or compete against each other. The educational game was evaluated over 5 sessions by 3 peer teams from 2 different special educational institutions, involving a total of 6 students with ASD. The participants were positive about their enjoyment, motivation, and social engagement. The results showed that the players' level of competitiveness not only influenced the experience within the game but also the interaction within the peer teams. The game mechanisms did help the participants with ASD increase their knowledge in Geography content. The main conclusion is that there are considerable benefits of including children with ASD in the design process and future research should explore more fully on how their involvement can enhance curriculum‐based learning as well as social engagement within the classroom.  相似文献   

3.
A range of face-to-face therapies and interventions for children and adolescents with mental health problems have been developed over the years and include cognitive-behavioral therapy, play therapy and applied behavior analysis. The popularity of computer games has grown exponentially in the last decade and has been widely accepted by children, adolescents and adults alike. Mental health professionals have therefore been exploring the use of these games to complement traditional treatment methods. To date however, there has been little known concrete evidence of the effectiveness of computer games for the treatment of children and adolescents with mental health conditions. Key to the success of such games is that at the outset, they must be well-designed. This paper reviews extant relevant computer gaming literature to propose a set of guidelines and strategies for the design of psychotherapeutic games targeted at children and adolescents. The issues raised concern both the game player as well as the game itself. As part of this review, limitations of existing work and areas of future research are also discussed.  相似文献   

4.
针对移动端市场,虽然培养儿童编程思维平台的种类比较繁多,但是由于对儿童认知心理学的忽视以及平台界面展示形式的单一,导致此类软件平台的儿童体验较差。因此,提出一种基于心智模型的游戏编程创作平台。在符合儿童心理学的基础上,结合心智模型分析儿童的需求,来设计平台交互界面,使得按钮、图片等元素不仅简单易懂,并且可以极大地吸引儿童的注意。与此同时,为了能让儿童快速地设计出具备简单交互功能的游戏,提出一种基于单链表结构的交互逻辑表达方法。在该平台中,儿童只需要拖拽图形元素,并设置其相关参数就可以完成游戏的开发。实验表明,该平台具有良好的实用性,大部分儿童都可以快速地开发出具有简单交互功能的游戏。该平台不仅调动了儿童主动交互的积极性,而且也提高了人机交互的易用性。  相似文献   

5.
This study focused on an examination of how type, quality and children's awareness of design features in digital math games, along with an awareness of the mathematics goals of the game, were related to learning outcomes. We conducted a parallel conversion mixed methods study with 45 students in Grades 3 and 4 (ages 9–10). Students participated in clinical interviews using three digital math games. The results suggest a moderated mediation relationship in which the quality of the design features moderated the mediating impact of children's awareness of the game's design features, specifically when the child was aware of the mathematics content learning goal (MCLG) of the game. These findings show how important it is that design features are of high quality in a digital math game, and how this is intertwined with children's awareness of the features and the MCLG. When these variables intertwined in just the right way, the interactions between the children and the digital math game afforded mathematical learning growth.  相似文献   

6.
There are currently a number of models, frameworks and methodologies for serious games analysis and design that provide useful interpretations of the possibilities and limitations offered by serious games. However, these tools focus mostly on high-level aspects and requirements and do not help understand how such high-level requirements can be concretely satisfied. In this paper, we present a conceptual model, called Activity Theory-based Model of Serious Games (ATMSG), that aims to fill this gap. ATMSG supports a systematic and detailed representation of educational serious games, depicting the ways that game elements are connected to each other throughout the game, and how these elements contribute to the achievement of the desired pedagogical goals. Three evaluation studies indicate that ATMSG helped participants, particularly those with gaming experience, identify and understand the roles of each component in the game and recognize the game's educational objectives.  相似文献   

7.
儿童益智游戏能开发小孩的智力和提高动手协调能力。该文以设计和开发儿童上色游戏为例,介绍了Flash Action-Script3.0完全的面向对象编程的特点和用该软件开发游戏的优势,以及使用Flash ActionScript3.0技术进行儿童上色游戏的设计与实现。  相似文献   

8.
Children with Autism Spectrum Disorder (ASD) tend to have an affinity for digital technologies, often preferring computer-assisted learning to human-assisted learning. Many children with ASD are also diagnosed with Intellectual Disabilities (ID), yet design studies involving children with ASD and ID are scarce. Rewards can have a positive impact on children's learning and motivation, but little is known about the nature and impact of rewards for children with ASD, and/or ID. Digital technologies are well placed to provide task-based rewards, and in combination with a better understanding of the reward preferences of children with ASD and/or ID this has significant potential to enhance learning. This paper presents two robust participatory design (PD) studies involving children with: i) ASD; ii) ID; and iii) both ASD and ID. The studies aimed to identify: i) the reward preferences of children with ASD and/or ID (RQ1) and ii) how rewards might develop throughout a task as the child progresses (RQ2). Results revealed a number of reward categories that were common to all children, as well as children's preferences for how rewards could develop as they progress through computer-based tasks, for the first time. Original implications for designing computer-based rewards embedded within digital intervention/educational technologies for children with ASD and/or ID, are discussed.  相似文献   

9.
Spatial ability has been recognized as a significant human skill involving the retrieval, retention, and transformation of visual information in a special context. The enhancement of the spatial ability and the effective method of training are rarely considered as an area of study in the education field. This study focuses on the enhancement of spatial visualization and mental rotation, which are two major components of spatial ability, through the practice of puzzle games. This study adopts an experimental approach to test whether the game is effective in facilitating student's development of spatial visualization and mental rotation. 79 primary school students in Taiwan are included to be volunteer participants. Two instruments are adopted to measure the participants' performance of spatial visualization and mental rotation. The research findings show that the designed puzzle games effectively improve the participants' abilities in spatial visualization and mental rotation and that the traditional puzzle games can only enhance participants' mental rotation. This study suggests that the theory-based design of multimedia games can offer a more effective learning environment for developing and improving cognitive skills.  相似文献   

10.
Head-up displays (HUD) are important parts of visual interfaces of virtual environments such as video games. However, few studies have investigated their role in player–video game interactions. Two experiments were designed to investigate the influence of HUDs on player experience according to player expertise and game genre. Experiment 1 used eye-tracking and interviews to understand how and to what extent players use and experience HUDs in two types of commercial games: first-person shooter and real-time strategy games. Results showed that displaying a permanent HUD within the visual interface may improve the understanding of this environment by players. They also revealed that two HUD characteristics, namely composition and spatial organization, have particular influence on player experience. These critical characteristics were manipulated in experiment 2 to study more precisely the influence of HUD design choices on player experience. Results showed that manipulation of design of these HUD characteristics influences player experience in different ways according to player expertise and game genre. For games with HUDs that are perceived as very useful, the higher player expertise is, the more player experience is influenced. Recommendations for video game design based on these results are proposed.  相似文献   

11.
Participatory Design (PD) has been proposed as a useful strategy to address pitfalls in the design of serious games for children with special needs. Nonetheless, methodological weaknesses in the analysis of the results of PD workshops may hinder its effectiveness in providing useful and robust design contributions and facilitating communication in multidisciplinary teams. To address this issue we propose the use of multimodal analysis to evaluate participants’ contributions during PD workshops. We present an analysis that was applied in an informant workshop with autistic children, aimed at refining the design of a serious game based on Full-Body Interaction. Results show that multimodal analysis constitutes an effective and coherent method to capture and analyze users’ contributions across a wide range of semiotic resources, thus extending the richness of insights that can be derived from a PD workshop and communicated to the rest of the team. Furthermore, the analysis allowed the identification of fundamental design questions, thus offering a robust empirical ground for supporting dialogue and reflection between multiple stakeholders.  相似文献   

12.
We present SKETCH'NDO, a framework for the interactive design and creation of single-user task-based serious games in 3D virtual environments. The games are dimensionally congruent: inherently 2D tasks such as reading and writing are done in 2D, while manipulation tasks are 3D. The architecture of the system allows educators to design the tasks with a graphical editor that creates the game automatically. This editor does not require gaming expertise. It only needs educators to specify the correct ways of doing the task, without having to consider all possible erroneous learner's decisions. SKETCH'NDO provides a complete mechanism of monitoring and evaluation of the learner's performance that allows a precise assessment of the learning process. It offers a gradation of levels of assistance that can be fixed by educators or automatically adjusted to the trainee's skills. This way, the same task can be trained from a strictly conductist strategy to a fully constructivist one.  相似文献   

13.
Autism affects children׳s learning and social development. Commonly used rehabilitative treatments are aimed at stimulating the social skills of children with autism. In this article, we present a prototype and a pilot study on an audio-augmented paper to support the therapy of children with autism spectrum disorder (ASD). The prototype supports audio recording with standard sheets of paper by using tangible tools that can be shared between the therapist and the child. The prototype is a tool for the therapist to engage the child in a storytelling activity. We use a progressive design method based on a dynamic process that merges concept generation, technology benchmarking and activity design into continuously enriching actions. The paper highlights the qualities and benefits of using tangible audio-augmented artefacts for therapy and educational intervention for children with ASD. The work describes three main qualities of our prototype: from building cooperation to attention control, flow control, and using the children׳s own voices to foster attention.  相似文献   

14.
This paper stems from a mixed-methods study in which we scientifically tested 15 computer games to investigate their suitability for cognitive training. After determining which cognitive functions are utilized while playing these games, we were able to relate schoolchildren's game performance to their cognitive abilities (e.g., executive functioning, perception, memory). As a continuation, we sought to identify the factors that lead to greater engagement in games, such as children's age, gender, and cognitive skills, as well as game genres and features. Forty-one children played 15 computer games, each three times, under the scrutiny of two raters who completed an observational scale for each game. This scale was constructed as a reliable measure of engagement, comprising factors such as enjoyment, frustration, and effort. The data were analyzed using correlations and content analyses. The results indicated that game performance increased with greater levels of engagement and that games involving planning and problem solving tended to be too difficult for younger children. The findings of this study are informative for psychologists, educators, as well as game designers, and can be used to recommend engaging and beneficial games for children.  相似文献   

15.
Abstract Serious games open up many new opportunities for complex skills learning in higher education. The inherent complexity of such games, though, requires large efforts for their development. This paper presents a framework for serious game design, which aims to reduce the design complexity at conceptual, technical and practical levels. The approach focuses on a relevant subset of serious games labelled as scenario‐based games. At the conceptual level, it identifies the basic elements that make up the static game configuration; it also describes the game dynamics, i.e. the state changes of the various game components in the course of time. At the technical level, it presents a basic system architecture, which comprises various building tools. Various building tools will be explained and illustrated with technical implementations that are part of the Emergo toolkit for scenario‐based game development. At the practical level, a set of design principles are presented for controlling and reducing game design complexity. The principles cover the topics of game structure, feedback and game representation, respectively. Practical application of the framework and the associated toolkit is briefly reported and evaluated.  相似文献   

16.
In this paper, we present an initial study to determine the subject preferences for educational computer games for children, in which 150 education professionals participated. From the results of this first study, we have developed an iPhone game for transmitting knowledge as part of multiculturalism, solidarity and tolerance following established learning theories, several design principles, and the objectives and competences of the Spanish law for primary education. We also report on a second study to determine whether the iPhone game has better learning outcomes than a traditional game by analyzing the participation of 84 children ranging in age from 8 to 10 years old. The frequency of playing with consoles or computer games was also taken into account in this second study, and the worldwide trend of previous studies has been corroborated. For learning outcomes, the results did not show significant differences between the two groups. However, 96% of the children indicated that they would like to play with the iPhone game again, and 90% indicated that they preferred the experience with the iPhone game over the traditional one. From these results, we can conclude that the children achieved similar knowledge improvements using both the autonomous game (iPhone game) and the custom, guided game (traditional game). This could facilitate versatility in the learning process since the learning activity could be performed at any place and time without requiring supervision. Therefore, it could be a useful tool in the learning process and help teachers to fulfill students' training needs.  相似文献   

17.
This paper reports a study conducted to formally evaluate a social problem-solving skills game during the start of the development to ensure that the desired game attributes were successfully embodied in the final game. Two methods, heuristic evaluation and participatory design, were adopted to assess whether the features of the game pose playability issues to the prospective young users and to translate the participants' contributions into game design directions. The participants playtested and evaluated the game based on the Pedagogical Playability Heuristics, which are different from existing heuristics developed for commercial games, as priority was placed on instructional design principles and the concept of playability. Using storyboarding, they built low-fidelity prototypes of the game. Suitable children's design and feedback on the games attributes that would bring about stimulation, connecting instructions to goals, appropriate challenge and influencing goal achievement were integrated into the game design. As a consequence of the study, steps were taken to improve the game as an interactive system to achieve the instructional goals and at the same time foster enjoyment among the users.  相似文献   

18.
19.
The use of educational games in learning environments is an increasingly relevant trend. The motivational and immersive traits of game-based learning have been deeply studied in the literature, but the systematic design and implementation of educational games remain an elusive topic. In this study some relevant requirements for the design of educational games in online education are analyzed, and a general game design method that includes adaptation and assessment features is proposed. Finally, a particular implementation of that design is described in light of its applicability to other implementations and environments.  相似文献   

20.
The progress registered in the use of video games as educational tools has not yet been successfully transferred to the classroom. In an attempt to close this gap, a framework was developed that assists in the design and classroom integration of educational games. The framework addresses both the educational dimension and the ludic dimension. The educational dimension employs Bloom’s revised taxonomy to define learning objectives and applies the classroom multiplayer presential game (CMPG) pedagogical model while the ludic dimension determines the gaming elements subject to constraints imposed by the educational dimension. With a view to validating the framework, a game for teaching electrostatics was designed and experimentally implemented in a classroom context. An evaluation based on pre/post testing found that the game increased the average number of correct answers by students participating in the experiment from 6.11 to 10.00, a result found to be statistically significant. Thus validated, the framework offers a promising basis for further exploration through the development of other games and fine-tuning of its components.  相似文献   

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