3 research outputs found
On the use of pervasive computing to support patients with obsessive compulsive disorder
Obsessive-compulsive disorder (OCD) is a psychiatric disorder affecting 2% to 3% of world population. Patients having this disorder engage in repetitive and discomforting behaviors usually linked to controlling or cleaning. The potential of technical solutions trying to support both patients and therapists has been to a limited extent explored with some encouraging results. However, the use of a mobile phone application has not yet been explored. We present a study of a distributed application, partly running on mobile phone and partly on a website, with four patients suffering from OCD and their therapist. Our qualitative evaluation yields encouraging conclusions for practitioners and developers of such application
Practical, appropriate, empirically-validated guidelines for designing educational games
There has recently been a great deal of interest in the
potential of computer games to function as innovative
educational tools. However, there is very little evidence of
games fulfilling that potential. Indeed, the process of
merging the disparate goals of education and games design
appears problematic, and there are currently no practical
guidelines for how to do so in a coherent manner. In this
paper, we describe the successful, empirically validated
teaching methods developed by behavioural psychologists
and point out how they are uniquely suited to take
advantage of the benefits that games offer to education. We
conclude by proposing some practical steps for designing
educational games, based on the techniques of Applied
Behaviour Analysis. It is intended that this paper can both
focus educational games designers on the features of games
that are genuinely useful for education, and also introduce a
successful form of teaching that this audience may not yet
be familiar with