7 research outputs found

    Developing A Hybrid Visual Perception Game Using The ADDIE Approach For Autism

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    Vision problem are frequently associated with autism. Currently, a systematic diagnosed has been developed to assessing visual perception problem for autism children. However, the method for diagnosed is still by using manual and hands on technique. A systematic research framework is important in order to obtain better understanding of development a prototype. In this paper, we present a systematic research framework for hybrid diagnose and assessing visual perception problems for autism children by using serious digital game as a guide and reference to build a prototype. This research framework will be a technological solution to address visual perception problems and may benefit from intervention to improve perceptual skills among autism children. This research and invention can be used for educational area and medical fiel

    Developing A Hybrid Visual Perception Game Using The ADDIE Approach For Autism

    Get PDF
    Vision problem are frequently associated with autism. Currently, a systematic diagnosed has been developed to assessing visual perception problem for autism children. However, the method for diagnosed is still by using manual and hands on technique. A systematic research framework is important in order to obtain better understanding of development a prototype. In this paper, we present a systematic research framework for hybrid diagnose and assessing visual perception problems for autism children by using serious digital game as a guide and reference to build a prototype. This research framework will be a technological solution to address visual perception problems and may benefit from intervention to improve perceptual skills among autism children. This research and invention can be used for educational area and medical fiel

    Serious games assisted by playware as a way to improve socio-emotional skills in children with autism spectrum disorder

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    This paper presents a project developed with the aim of promoting emotional skills in children with Autism Spectrum Disorders (ASD). The project involves a serious game and a playware object, which is a physical component that allows the user to interactively play the serious game. The playware object has six buttons, each one showing an emoji with a specific facial expression and communicates via Bluetooth with the serious game app installed in an Android device. The facial expressions used are: happiness, sadness, fear, anger, surprise and neutral/normal. They were applied to the three game activities (imitation, recognition and storytelling). The chain of tests started with an online questionnaire to validate the avatars created to represent the previously mentioned facial expressions in the game, which was followed by a usability test of the application (serious game and playware object) with six typically developing children. Finally, the three game activities were tested with six children with ASD in three/four sessions. Due to the small test group and reduced number of sessions, the primary objective was to assess if the target group accepted the application. In fact, it had a high level of approval regarding both the serious game and the playware object. had a high level of approval regarding both the serious game and the playware object.COMPETE: POCI-01-0145-FEDER-007043 and FCT –Fundação para a Ciência e Tecnologia within the Project Scope: UID/CEC/00319/2013. Vinicius Silva also thanks FCT for the PhD scholarship SFRH/BD/SFRH/BD/133314/2017. The authors thank the teachers and students of the Elementary School of Gualtar (EB1/JI Gualtar) in Braga for the participation in the testsinfo:eu-repo/semantics/publishedVersio

    Serious Games in Autism Spectrum Disorder - An Example of Personalised Design

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    Over the last decade, several studies evaluated the use of Serious Games as tools to encourage the development of communication, the process of learning, and social behaviour in people with Autism Spectrum Disorder (ASD) alongside traditional therapeutic approaches. The proposed study intends to employ and rate the use of Serious Games to create personalised interactive environments aimed to improve the learning of educational content in children with ASD. In particular, a multidisciplinary team supported the design and development of the serious game to allow a personalised approach

    Game-based learning using visual spatial approach for children with autism to improve social development: a pilot study / Ilinadia Jamil...[et.al]

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    Autism is a disorder in the growth and development of a brain or central nervous system that covers a large spectrum of impairment, symptoms and skills. The children who are suffering from autism face difficulties in communicating and adapting well in the community as they have trouble in understanding what others think and feel. However, children with learning disabilities appeared to have significant strengths in visual-spatial intelligence as they do the best when they deal with inductive learning and problem solving. This paper proposed a game-based learning application for autism children using visual spatial approach. Furthermore, this research aim is to provide a fun, interactive and engaging digital platform for learning basic knowledge such as alphabets, shapes and colors by using puzzle technique in manner it could cultivate interest in autism children as well as improvise social development. Several methods such as observation and references were used in the study. On the other hand, pilot test was conducted on 5 selected students from National Autism Society of Malaysia (NASOM) Melaka to identify the most suitable content in design and gameplay which can be developed to be compatible with autistic characters as well as to enhance their social skill and cognitive progress in future. Observation was conducted to understand their behavior in game engagement and obtain feedback of their needs and learning goals. Furthermore, the findings attached to the understanding that most of the respondents are impacted to the game play and fascinated with each element used in game design. Thus, the game prototype developed using visual spatial approach can slightly stimulate their social abilities and encourage children with autistic disorder to kindle a wide spectrum of skills. Moreover, future research is required to determine other factors contribute to the development of social and cognitive abilities for individuals with ASD

    Digital games for people with Autism Spectrum Disorders (ASD): a systematic review

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    Individuos com transtornos do espectro do autismo (TEA) possuem desenvolvimento atipico nas areas cognitiva ou de aprendizagem, comunicacao e interacao social, deteccao e trato de emocoes, coordenacao motora e concentracao. O desenvolvimento de tecnologias assistivas e fundamental para melhorar a qualidade de vida destes individuos. Este estudo faz uma revisao sistematica da literatura com foco em jogos digitais usados como tecnologias assistivas para individuos com TEA. Fazendo uso da base digital IEEE Xplore, foram pesquisados estudos que continham o termo game em conjunto com termos relacionados ao TEA. A partir da busca foram encontradas 193 ocorrencias do conjunto de termos. Os artigos foram lidos e analisados, sendo selecionados os estudos que tratam de jogos digitais com foco em individuos com TEA. Foram excluidos da selecao jogos que fazem uso unicamente de hardwares especificos e que nao apresentam funcao de tecnología assistiva. Como resultado final deste estudo foram selecionados 62 artigos neste contexto, sendo que todos apresentam resultados positivos quanto ao uso dos jogos digitais na melhoria das capacidades das pessoas com TEA. Desta forma, e possivel verificar a consistencia de tal abordagem, encorajando a continuidade das pesquisas e do desenvolvimento de jogos digitais com foco em tecnología assistiva para pessoas com TEA.Individuals with autism spectrum disorders (ASD) have atypical development in the areas of cognition or learning, communication and social interaction, detection and treatment of emotions, motor coordination and concentration. The development of assistive technologies is critical because they help to better the quality of life of these individuals. This study makes a systematic review of the literature focusing on digital games used as assistive technologies for individuals with ASD. Using the IEEE Xplore digital base, studies were conducted that contained the term "game" in conjunction with terms related to ASD. From the search were found 193 occurrences of the set of terms were found. The articles were read and analyzed, being the studies that deal with digital games focused on individuals with ASD. Games that only use specific hardware and not have the function of assistive technology were excluded from the selection. As a final result of this study, 62 articles were selected in this context, all of which present positive results regarding the use of digital games in improving the abilities of people with ASD. In this way, it is possible to verify the consistency of such an approach, encouraging the continuity of research and the development of digital games with a focus on assistive technology for people with ASD.Facultad de Informátic

    Serious Games: prevention, diagnosis and therapy in psychological field

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    openNel presente elaborato, viene trattata l'evoluzione storica dei Serious Games e di come essi, nel tempo, siano risultati dei validi strumenti di "cura" della persona, in particolare per quanto riguarda i campi di prevenzione, diagnosi e terapia in ambito psicologico. Vengono esplicati, per ogni categoria, degli esempi pratici di Serious Games utili nel fronteggiare determinate psicopatologie, attraverso l'utilizzo di esperimenti ritenuti pionieristici del settore. Sono infine forniti degli spunti riflessivi, al fine di elicitare il lettore ad approfondire l'argomento.In this paper, the historical evolution of Serious Games is discussed and how over time, they have turned out to be valuable tools for the "treatment" of the person, particularly in the fields of prevention, diagnosis and therapy in the psychological field. Explained, for each category, pratical examples of Serious Games useful in coping with certain psychopathologies, through the use of experiments considered pioneers in the field. Finally, reflective insights are provided in order to elicit the reader to deepen the topic
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