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针对学习困难儿童的智能严肃游戏的开发与评估:观察性研究

Development and Evaluation of Intelligent Serious Games for Children With Learning Difficulties: Observational Study.

作者信息

Flogie Andrej, Aberšek Boris, Kordigel Aberšek Metka, Sik Lanyi Cecilia, Pesek Igor

机构信息

Anton Martin Slomsek Institute, Maribor, Slovenia.

Faculty of Natural Sciences and Mathematics, University of Maribor, Maribor, Slovenia.

出版信息

JMIR Serious Games. 2020 Apr 16;8(2):e13190. doi: 10.2196/13190.

Abstract

BACKGROUND

Positive results can be obtained through game-based learning, but children with physical disabilities have fewer opportunities to participate in enjoyable physical activity. Because intelligent serious games can provide personalized learning opportunities, motivate the learner, teach 21st-century skills, and provide an environment for authentic and relevant assessment, they may be used to help children and adolescents with different kinds of learning disabilities to develop social and cognitive competences.

OBJECTIVE

The aim of the study was to produce and evaluate a suite of intelligent serious games based on accessible learning objectives for improving key skills, personal development, and work sustainability among children with learning difficulties.

METHODS

We conducted this research between 2016 and 2018, with pupils aged 11 to 12 years with learning disabilities who were integrated into the mainstream educational system. We used a 4-step methodology to develop learner creativity and social competences: (1) needs analysis, (2) development of learning content, (3) development of intelligent serious games, and (4) a usability evaluation focusing on the research questions and hypothesis. This was based on an initial teachers' evaluation, using a survey, of students using 2 of the games, where the main goal was to determine user motivation and initiative and to improve the games and the evaluation process. The initial evaluation was followed by a pilot evaluation, which was performed for all proposed games, in all partner countries.

RESULTS

In an initial evaluation with 51 participants from Slovenia consisting of a pretest, followed by intelligent serious game intervention and concluding with a posttest, we observed statistically significant improvement in social and cognitive competences measured by tests. Based on these findings and observations, we improved the games and evaluation process. In the pilot test, conducted in all participating countries on a sample of 93 participants, the mean score on the teachers' observation form on the pretest (before students began using the intelligent serious games) was 3.9. In the posttest, after students had used intelligent serious games, the mean score was 4.1.

CONCLUSIONS

We focused on developing and evaluating intelligent serious games for persons with learning disabilities, particularly for students with disabilities who are integrated into the mainstream educational system. Such games provide an opportunity for personalized learning and should be tailored to ensure that every learner can achieve the highest standard possible. However, we recommend that the games be adapted based on the students' needs and capabilities and a specially developed curriculum. The collected feedback showed that (1) children with learning disabilities need appropriately developed intelligent serious games, and (2) intelligent serious games, and the pertaining didactic methodology, should be based on an interoperable curriculum, so that teachers and trainers can use them. The student survey confirmed improvements in all aspects.

摘要

背景

基于游戏的学习能够取得积极成果,但身体有残疾的儿童参与有趣体育活动的机会较少。由于智能严肃游戏能够提供个性化学习机会、激发学习者的积极性、教授21世纪技能,并提供一个进行真实且相关评估的环境,因此可用于帮助患有不同类型学习障碍的儿童和青少年发展社交和认知能力。

目的

本研究的目的是制作并评估一套基于可及学习目标的智能严肃游戏,以提高学习困难儿童的关键技能、个人发展和工作可持续性。

方法

我们在2016年至2018年期间开展了这项研究,研究对象是11至12岁、融入主流教育系统的学习障碍学生。我们采用了一种四步法来培养学习者的创造力和社交能力:(1)需求分析,(2)学习内容开发,(3)智能严肃游戏开发,(4)针对研究问题和假设进行可用性评估。这基于教师最初使用调查问卷对使用其中两款游戏的学生进行的评估,其主要目标是确定用户的动机和主动性,并改进游戏及评估过程。在初步评估之后进行了试点评估,对所有参与国的所有提议游戏都进行了试点评估。

结果

在对来自斯洛文尼亚的51名参与者进行的初步评估中,包括一次预测试,随后进行智能严肃游戏干预,最后进行后测试,我们观察到通过测试衡量的社交和认知能力有统计学上的显著提高。基于这些发现和观察结果,我们改进了游戏及评估过程。在对所有参与国的93名参与者样本进行的试点测试中,教师观察表在预测试(学生开始使用智能严肃游戏之前)的平均得分是3.9。在学生使用智能严肃游戏后的后测试中,平均得分是4.1。

结论

我们专注于为学习障碍者,特别是融入主流教育系统的残疾学生开发和评估智能严肃游戏。此类游戏提供了个性化学习的机会,并且应该进行量身定制,以确保每个学习者都能达到尽可能高的标准。然而,我们建议根据学生的需求和能力以及专门制定的课程对游戏进行调整。收集到的反馈表明:(1)学习障碍儿童需要经过适当开发的智能严肃游戏;(2)智能严肃游戏及相关教学方法应以可互操作的课程为基础,以便教师和培训师能够使用。学生调查证实了在各个方面都有改进。

https://cdn.ncbi.nlm.nih.gov/pmc/blobs/5a4b/7193434/e353375896af/games_v8i2e13190_fig1.jpg

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