• 文献检索
  • 文档翻译
  • 深度研究
  • 学术资讯
  • Suppr Zotero 插件Zotero 插件
  • 邀请有礼
  • 套餐&价格
  • 历史记录
应用&插件
Suppr Zotero 插件Zotero 插件浏览器插件Mac 客户端Windows 客户端微信小程序
定价
高级版会员购买积分包购买API积分包
服务
文献检索文档翻译深度研究API 文档MCP 服务
关于我们
关于 Suppr公司介绍联系我们用户协议隐私条款
关注我们

Suppr 超能文献

核心技术专利:CN118964589B侵权必究
粤ICP备2023148730 号-1Suppr @ 2026

文献检索

告别复杂PubMed语法,用中文像聊天一样搜索,搜遍4000万医学文献。AI智能推荐,让科研检索更轻松。

立即免费搜索

文件翻译

保留排版,准确专业,支持PDF/Word/PPT等文件格式,支持 12+语言互译。

免费翻译文档

深度研究

AI帮你快速写综述,25分钟生成高质量综述,智能提取关键信息,辅助科研写作。

立即免费体验

为有特殊学习困难的儿童开发适应性严肃游戏:一项两阶段的可用性和技术接受度研究。

Developing Adaptive Serious Games for Children With Specific Learning Difficulties: A Two-phase Usability and Technology Acceptance Study.

作者信息

Yildirim Oguzcan, Surer Elif

机构信息

Department of Modeling and Simulation, Graduate School of Informatics, Middle East Technical University, Ankara, Turkey.

出版信息

JMIR Serious Games. 2021 May 31;9(2):e25997. doi: 10.2196/25997.

DOI:10.2196/25997
PMID:34057415
原文链接:https://pmc.ncbi.nlm.nih.gov/articles/PMC8204245/
Abstract

BACKGROUND

Specific learning difficulties (SpLD) include several disorders such as dyslexia, dyscalculia, and dysgraphia, and the children with these SpLD receive special education. However, the studies and the educational material so far focus mainly on one specific disorder.

OBJECTIVE

This study's primary goal is to develop comprehensive training material for different types of SpLD, with five serious games addressing different aspects of the SpLD. The second focus is measuring the impact of adaptive difficulty level adjustment in the children's and their educators' usability and technology acceptance perception. Receiving feedback from the children and their educators, and refining the games according to their suggestions have also been essential in this two-phase study.

METHODS

A total of 10 SpLD educators and 23 children with different types of SpLD tested the prototypes of the five serious games (ie, Word game, Memory game, Category game, Space game, and Math game), gave detailed feedback, answered the System Usability Scale and Technology Acceptance Model (TAM) questionnaires, and applied think-aloud protocols during game play.

RESULTS

The games' standard and adaptive versions were analyzed in terms of average playtime and the number of false answers. Detailed analyses of the interviews, with word clouds and player performances, were also provided. The TAM questionnaires' average and mean values and box plots of each data acquisition session for the children and the educators were also reported via System Usability Scale and TAM questionnaires. The TAM results of the educators had an average of 8.41 (SD 0.87) out of 10 in the first interview and an average of 8.71 (SD 0.64) out of 10 in the second interview. The children had an average of 9.07 (SD 0.56) out of 10 in the first interview.

CONCLUSIONS

Both the educators and the children with SpLD enjoyed playing the games, gave positive feedback, and suggested new ways for improvement. The results showed that these games provide thorough training material for different types of SpLD with personalized and tailored difficulty systems. The final version of the proposed games will become a part of the special education centers' supplementary curriculum and training materials, making new enhancements and improvements possible in the future.

摘要

背景

特定学习困难(SpLD)包括阅读障碍、计算障碍和书写障碍等多种病症,患有这些特定学习困难的儿童接受特殊教育。然而,迄今为止的研究和教育材料主要集中在一种特定病症上。

目的

本研究的主要目标是为不同类型的特定学习困难开发综合培训材料,设计五款针对特定学习困难不同方面的严肃游戏。第二个重点是衡量自适应难度级别调整对儿童及其教育工作者的可用性和技术接受度认知的影响。在这个两阶段研究中,收集儿童及其教育工作者的反馈,并根据他们的建议完善游戏也很重要。

方法

共有10名特定学习困难教育工作者和23名患有不同类型特定学习困难的儿童测试了五款严肃游戏(即文字游戏、记忆游戏、分类游戏、空间游戏和数学游戏)的原型,给出详细反馈,回答系统可用性量表和技术接受模型(TAM)问卷,并在游戏过程中应用出声思维协议。

结果

从平均游戏时间和错误答案数量方面分析了游戏的标准版本和自适应版本。还通过词云图和玩家表现对访谈进行了详细分析。还通过系统可用性量表和TAM问卷报告了儿童和教育工作者每次数据采集 session 的TAM问卷平均值、均值和箱线图。教育工作者的TAM结果在第一次访谈中平均得分为8.41(标准差0.87),满分10分;在第二次访谈中平均得分为8.71(标准差0.64),满分10分。儿童在第一次访谈中平均得分为9.07(标准差0.56),满分10分。

结论

特定学习困难教育工作者和儿童都喜欢玩这些游戏,给出了积极反馈,并提出了新的改进方法。结果表明,这些游戏通过个性化和量身定制的难度系统为不同类型的特定学习困难提供了全面的培训材料。所提议游戏的最终版本将成为特殊教育中心补充课程和培训材料的一部分,未来有可能进行新的改进和完善。

https://cdn.ncbi.nlm.nih.gov/pmc/blobs/555e/8204245/47265fddbc3e/games_v9i2e25997_fig13.jpg
https://cdn.ncbi.nlm.nih.gov/pmc/blobs/555e/8204245/57a58816ca2a/games_v9i2e25997_fig1.jpg
https://cdn.ncbi.nlm.nih.gov/pmc/blobs/555e/8204245/bc70bfe702a7/games_v9i2e25997_fig2.jpg
https://cdn.ncbi.nlm.nih.gov/pmc/blobs/555e/8204245/c75c2053abb1/games_v9i2e25997_fig3.jpg
https://cdn.ncbi.nlm.nih.gov/pmc/blobs/555e/8204245/36b041a23a91/games_v9i2e25997_fig4.jpg
https://cdn.ncbi.nlm.nih.gov/pmc/blobs/555e/8204245/cd2f6e2c67aa/games_v9i2e25997_fig5.jpg
https://cdn.ncbi.nlm.nih.gov/pmc/blobs/555e/8204245/ac280ba6393f/games_v9i2e25997_fig6.jpg
https://cdn.ncbi.nlm.nih.gov/pmc/blobs/555e/8204245/bb2c5581c569/games_v9i2e25997_fig7.jpg
https://cdn.ncbi.nlm.nih.gov/pmc/blobs/555e/8204245/998b5b4b630a/games_v9i2e25997_fig8.jpg
https://cdn.ncbi.nlm.nih.gov/pmc/blobs/555e/8204245/10f58721cf8c/games_v9i2e25997_fig9.jpg
https://cdn.ncbi.nlm.nih.gov/pmc/blobs/555e/8204245/eb33be941c27/games_v9i2e25997_fig10.jpg
https://cdn.ncbi.nlm.nih.gov/pmc/blobs/555e/8204245/a827c3c8e03b/games_v9i2e25997_fig11.jpg
https://cdn.ncbi.nlm.nih.gov/pmc/blobs/555e/8204245/2f01ae9b8c4e/games_v9i2e25997_fig12.jpg
https://cdn.ncbi.nlm.nih.gov/pmc/blobs/555e/8204245/47265fddbc3e/games_v9i2e25997_fig13.jpg
https://cdn.ncbi.nlm.nih.gov/pmc/blobs/555e/8204245/57a58816ca2a/games_v9i2e25997_fig1.jpg
https://cdn.ncbi.nlm.nih.gov/pmc/blobs/555e/8204245/bc70bfe702a7/games_v9i2e25997_fig2.jpg
https://cdn.ncbi.nlm.nih.gov/pmc/blobs/555e/8204245/c75c2053abb1/games_v9i2e25997_fig3.jpg
https://cdn.ncbi.nlm.nih.gov/pmc/blobs/555e/8204245/36b041a23a91/games_v9i2e25997_fig4.jpg
https://cdn.ncbi.nlm.nih.gov/pmc/blobs/555e/8204245/cd2f6e2c67aa/games_v9i2e25997_fig5.jpg
https://cdn.ncbi.nlm.nih.gov/pmc/blobs/555e/8204245/ac280ba6393f/games_v9i2e25997_fig6.jpg
https://cdn.ncbi.nlm.nih.gov/pmc/blobs/555e/8204245/bb2c5581c569/games_v9i2e25997_fig7.jpg
https://cdn.ncbi.nlm.nih.gov/pmc/blobs/555e/8204245/998b5b4b630a/games_v9i2e25997_fig8.jpg
https://cdn.ncbi.nlm.nih.gov/pmc/blobs/555e/8204245/10f58721cf8c/games_v9i2e25997_fig9.jpg
https://cdn.ncbi.nlm.nih.gov/pmc/blobs/555e/8204245/eb33be941c27/games_v9i2e25997_fig10.jpg
https://cdn.ncbi.nlm.nih.gov/pmc/blobs/555e/8204245/a827c3c8e03b/games_v9i2e25997_fig11.jpg
https://cdn.ncbi.nlm.nih.gov/pmc/blobs/555e/8204245/2f01ae9b8c4e/games_v9i2e25997_fig12.jpg
https://cdn.ncbi.nlm.nih.gov/pmc/blobs/555e/8204245/47265fddbc3e/games_v9i2e25997_fig13.jpg

相似文献

1
Developing Adaptive Serious Games for Children With Specific Learning Difficulties: A Two-phase Usability and Technology Acceptance Study.为有特殊学习困难的儿童开发适应性严肃游戏:一项两阶段的可用性和技术接受度研究。
JMIR Serious Games. 2021 May 31;9(2):e25997. doi: 10.2196/25997.
2
Development and Evaluation of Intelligent Serious Games for Children With Learning Difficulties: Observational Study.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
JMIR Serious Games. 2020 Apr 16;8(2):e13190. doi: 10.2196/13190.
3
A Virtual Emergency Telemedicine Serious Game in Medical Training: A Quantitative, Professional Feedback-Informed Evaluation Study.医学培训中的虚拟应急远程医疗严肃游戏:一项基于定量、专业反馈的评估研究。
J Med Internet Res. 2015 Jun 17;17(6):e150. doi: 10.2196/jmir.3667.
4
A Biofeedback-Based Mobile App With Serious Games for Young Adults With Anxiety in the United Arab Emirates: Development and Usability Study.一款基于生物反馈的移动应用程序,带有针对阿拉伯联合酋长国焦虑症青年的严肃游戏:开发与可用性研究。
JMIR Serious Games. 2022 Aug 2;10(3):e36936. doi: 10.2196/36936.
5
Falls Sensei: a serious 3D exploration game to enable the detection of extrinsic home fall hazards for older adults.法尔斯导师:一款严肃的 3D 探索游戏,旨在检测老年人的外在家庭跌倒危险。
BMC Med Inform Decis Mak. 2019 Apr 16;19(1):85. doi: 10.1186/s12911-019-0808-x.
6
Serious educational games for children: A comprehensive framework.面向儿童的严肃教育游戏:一个综合框架。
Heliyon. 2024 Mar 13;10(6):e28108. doi: 10.1016/j.heliyon.2024.e28108. eCollection 2024 Mar 30.
7
Development of a Novel Home-Based Exergame With On-Body Feedback: Usability Study.一种新型的具有身体反馈的家庭锻炼游戏的开发:可用性研究。
JMIR Serious Games. 2022 Dec 6;10(4):e38703. doi: 10.2196/38703.
8
Early diagnosis of the learning disabilities in kids using a computer game-based solution.利用基于电脑游戏的解决方案对儿童学习障碍进行早期诊断。
Disabil Rehabil Assist Technol. 2023 Nov;18(8):1310-1318. doi: 10.1080/17483107.2021.2003454. Epub 2021 Nov 16.
9
Relationship Between Children's Enjoyment, User Experience Satisfaction, and Learning in a Serious Video Game for Nutrition Education: Empirical Pilot Study.一款用于营养教育的严肃视频游戏中儿童的愉悦感、用户体验满意度与学习之间的关系:实证性初步研究
JMIR Serious Games. 2020 Sep 17;8(3):e21813. doi: 10.2196/21813.
10
A Serious Game (MyDiabetic) to Support Children's Education in Type 1 Diabetes Mellitus: Iterative Participatory Co-Design and Feasibility Study.一款支持1型糖尿病儿童教育的严肃游戏(MyDiabetic):迭代式参与式协同设计与可行性研究
JMIR Serious Games. 2024 May 7;12:e49478. doi: 10.2196/49478.

引用本文的文献

1
From Motor Skills to Digital Solutions: Developmental Dysgraphia Interventions over Two Decades.从运动技能到数字解决方案:二十年来发育性书写障碍的干预措施
Children (Basel). 2025 Apr 24;12(5):542. doi: 10.3390/children12050542.
2
Development and evaluation of an augmented reality serious game to enhance 21st century skills in cultural tourism.一款增强现实严肃游戏的开发与评估,以提升文化旅游领域的21世纪技能。
Sci Rep. 2025 Apr 18;15(1):13492. doi: 10.1038/s41598-025-95615-5.
3
Children and young people's preferences and needs when using health technology to self-manage a long-term condition: a scoping review.

本文引用的文献

1
Development and Evaluation of Intelligent Serious Games for Children With Learning Difficulties: Observational Study.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
JMIR Serious Games. 2020 Apr 16;8(2):e13190. doi: 10.2196/13190.
2
A Digital App to Aid Detection, Monitoring, and Management of Dyslexia in Young Children (DIMMAND): Protocol for a Digital Health and Education Solution.一款帮助幼儿阅读障碍检测、监测和管理的数字应用程序(DIMMAND):数字健康与教育解决方案协议
JMIR Res Protoc. 2018 May 17;7(5):e135. doi: 10.2196/resprot.9583.
3
User Perspectives on Exergames Designed to Explore the Hemineglected Space for Stroke Patients With Visuospatial Neglect: Usability Study.
儿童和青少年在使用健康技术自我管理长期疾病时的偏好和需求:范围综述。
Arch Dis Child. 2024 Sep 25;109(10):826-835. doi: 10.1136/archdischild-2023-326044.
旨在探索半侧忽视脑卒中患者忽视空间的运动游戏的用户视角:可用性研究
JMIR Serious Games. 2017 Aug 25;5(3):e18. doi: 10.2196/games.8013.
4
Exergames Encouraging Exploration of Hemineglected Space in Stroke Patients With Visuospatial Neglect: A Feasibility Study.鼓励视觉空间忽视型中风患者探索半侧忽视空间的运动游戏:一项可行性研究。
JMIR Serious Games. 2017 Aug 25;5(3):e17. doi: 10.2196/games.7923.
5
The Individuals With Disabilities Education Act (IDEA) for Children With Special Educational Needs.《残疾人教育法案》(IDEA)针对具有特殊教育需求的儿童。
Pediatrics. 2015 Dec;136(6):e1650-62. doi: 10.1542/peds.2015-3409.
6
Action video games make dyslexic children read better.动作视频游戏使诵读困难的儿童阅读能力提高。
Curr Biol. 2013 Mar 18;23(6):462-6. doi: 10.1016/j.cub.2013.01.044. Epub 2013 Feb 28.