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

机译:学习困难儿童智能严肃游戏的开发与评价:观察学习

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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.
机译:背景技术可以通过基于比赛的学习获得阳性结果,但身体残疾的儿童可以参与愉快的体育活动的机会较少。由于智能严肃的游戏可以提供个性化的学习机会,激励学习者,教授21世纪的技能,并为真实和相关的评估提供环境,他们可用于帮助儿童和青少年具有不同类型的学习残疾,以发展社会和认知能力。目的是该研究的目的是根据可访问的学习目标生产和评估一套智能严肃的比赛,以改善具有学习困难的儿童的关键技能,个人发展和工作可持续性。方法我们在2016年至2018年间进行了这项研究,瞳孔达到了11至12年,学习障碍纳入主流教育体系。我们使用了一个4步方法来开发学习者创造力和社会能力:(1)需要分析,(2)学习内容的发展,(3)智能认真博弈的发展,(4)一个可用性评估,重点是研究问题和假设。这是基于使用2场比赛的学生的初始教师评估,主要目标是确定用户的动机和倡议,并改善游戏和评估过程。初步评估后面进行了试验评估,该评估是针对所有伙伴国家的所有拟议游戏执行的。结果初步评估,斯洛文尼亚的51名参与者组成,该参与者由预先预防,其次是智能严重的游戏干预和与后期的结论,我们观察到通过测试测量的社会和认知能力的统计上显着改善。基于这些调查结果和观察,我们改进了游戏和评估过程。在试验试验中,在所有参与国家进行的93名参与者的样本,平均得分对教师观察表格上的预测试(在学生开始使用智能严峻的比赛之前)是3.9。在医学期间,在学生使用智能严肃的游戏后,平均得分为4.1。结论我们专注于为学习障碍的人员开发和评估智能认真游戏,特别是对于纳入主流教育系统的残疾学生。此类游戏为个性化学习提供了机会,应根据确保每个学习者达到最高标准的机会。但是,我们建议游戏根据学生的需求和能力以及特殊开发的课程进行调整。收集的反馈表明,(1)学习障碍的儿童需要适当开发的智能认真游戏,(2)智能认真的游戏,以及有关教学方法,应基于可互操作的课程,使教师和培训师可以使用它们。学生调查确认了各方面的改进。

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