Tan Bhing-Leet, Guan Frank Yunqing, Leung Ivy Mun Wah, Kee Sharon Yi-May, Devilly Oran Zane, Medalia Alice
Health and Social Sciences Cluster, Singapore Institute of Technology, Singapore, Singapore.
Occupational Therapy Department, Institute of Mental Health, Singapore, Singapore.
Front Psychiatry. 2022 Aug 4;13:966080. doi: 10.3389/fpsyt.2022.966080. eCollection 2022.
The Augmented Reality Games to Enhance Vocational Ability of Patients (REAP) was an augmented reality vocational training program that provided skills training in the context of a psychiatric rehabilitation program. It was implemented over 10 weeks and consisted of gamified augmented reality café training scenarios and bridging group activities to facilitate transfer of learning to the work context. This pilot study aimed to explore the acceptability and effectiveness of the REAP program when carried out with adults with intellectual and developmental disabilities attending work therapy. Its objectives were: (1) to obtain feedback from participants and trainers on their experiences and acceptability of the REAP program and (2) to measure changes in vocational and cognitive skills of participants in the REAP program.
This was a pretest-posttest mixed methods study. 15 adults with intellectual and developmental disabilities attending work therapy in a non-profit organization participated in the REAP program and their vocational trainers were involved in assisting in this program. Feasibility Evaluation Checklist (FEC) and the Neurobehavioral Cognitive Status Exam (Cognistat) were administered at baseline, post-training and eight weeks after training. The participants and their trainers also provided user feedback semi-structured interviews.
Majority of the participants and trainers found the REAP program to be useful and interesting. They also found that the augmented reality games were user-friendly and provided a unique opportunity to acquire new skills. Participants who engaged in this program showed a significant improvement in vocational skills and aspects of cognitive skills, which were maintained eight weeks after training.
The gamified augmented reality vocational training was feasible and accepted by both adults with intellectual and developmental disabilities and their trainers. When integrated with bridging sessions to facilitate transfer of learning to existing work therapy, participants on the REAP program showed significant improvements in vocational skills and aspects of cognitive skills. Future experimental studies with larger sample size could provide stronger evidence on its effectiveness in improving vocational outcomes.
增强患者职业能力的增强现实游戏(REAP)是一项增强现实职业培训项目,在精神康复项目背景下提供技能培训。该项目实施为期10周,包括游戏化的增强现实咖啡馆培训场景以及衔接小组活动,以促进学习向工作环境的迁移。这项试点研究旨在探索REAP项目在成年智力和发育障碍患者接受工作治疗时的可接受性和有效性。其目标为:(1)从参与者和培训师处获取关于他们对REAP项目的体验和可接受性的反馈,以及(2)测量REAP项目参与者职业和认知技能的变化。
这是一项前测-后测混合方法研究。15名在非营利组织接受工作治疗的成年智力和发育障碍患者参与了REAP项目,他们的职业培训师协助开展该项目。在基线、训练后以及训练后八周进行可行性评估清单(FEC)和神经行为认知状态检查(Cognistat)。参与者及其培训师还通过半结构化访谈提供用户反馈。
大多数参与者和培训师认为REAP项目有用且有趣。他们还发现增强现实游戏用户友好,并提供了获得新技能的独特机会。参与该项目的参与者在职业技能和认知技能方面有显著改善,且在训练后八周仍保持。
游戏化的增强现实职业培训对成年智力和发育障碍患者及其培训师而言是可行且可接受的。当与衔接课程相结合以促进学习向现有工作治疗的迁移时,参与REAP项目的参与者在职业技能和认知技能方面有显著改善。未来更大样本量的实验研究可以为其改善职业成果的有效性提供更有力的证据。