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A telemonitoring tool based on serious games addressing money management skills for people with intellectual disability.

Lopez-Basterretxea A, Mendez-Zorrilla A, Garcia-Zapirain B - Int J Environ Res Public Health (2014)

Bottom Line: The article show the results of an experiment made with a clinical sample of 12 users with ID between 12 and 15 years, taking into account that all of them are capable of correct oral communication and they do not have severe physical coordination problems.The results show significant difference between the selection of games 1, 2 or 3, because all of them prefer the game 1 related with "Payments" probably because it permits more interaction using the multitouch device.The authors also made a qualitative evaluation and the results have been very promising and satisfactory.

View Article: PubMed Central - PubMed

Affiliation: DeustoTech-Life Research Unit, DeustoTech Institute of Technology, University of Deusto, Avda. Universidades, 24. 48007, Bilbao, Spain. asilop_92@hotmail.com.

ABSTRACT
This article presents a telemonitoring tool based on computer games, aimed at money management skill improvement for people with Intellectual Disabilities (ID). The presented tool is divided into two parts: on one hand, some training activities related to payments and currency discrimination based on Serious Games are proposed to the user using a multitouch device. On the other hand, the psychologists and specialist who work with them, can access to the Serious Games results using an online application in order to evaluate their evolution. The results are measured according to the number of errors they have during the proposed activities, the time they need to complete them and the score. The article show the results of an experiment made with a clinical sample of 12 users with ID between 12 and 15 years, taking into account that all of them are capable of correct oral communication and they do not have severe physical coordination problems. Only two users completed all the games without errors. Males obtained a mean of 28.25 errors, whereas females obtained a mean of 17.75. The results show significant difference between the selection of games 1, 2 or 3, because all of them prefer the game 1 related with "Payments" probably because it permits more interaction using the multitouch device. The authors also made a qualitative evaluation and the results have been very promising and satisfactory.

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Related in: MedlinePlus

System Architecture.
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Related In: Results  -  Collection

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ijerph-11-02361-f002: System Architecture.

Mentions: The following structure is used for content synchronisation and communication and permits instructor and specialist telemonitoring (Figure 2). As it can be seen in Figure 2, two database architectures have been used: Sqlite and MySQL. The former, Sqlite (1), is implemented in the multitouch device (iPad), and ensures that data are stored, even without an internet connection. The latter, MySQL (2), which is employed on the Online Platform and has with a similar design, offers an online service that, together with the previous database, permits having all the information synchronized (offline and online).


A telemonitoring tool based on serious games addressing money management skills for people with intellectual disability.

Lopez-Basterretxea A, Mendez-Zorrilla A, Garcia-Zapirain B - Int J Environ Res Public Health (2014)

System Architecture.
© Copyright Policy
Related In: Results  -  Collection

License
Show All Figures
getmorefigures.php?uid=PMC3986980&req=5

ijerph-11-02361-f002: System Architecture.
Mentions: The following structure is used for content synchronisation and communication and permits instructor and specialist telemonitoring (Figure 2). As it can be seen in Figure 2, two database architectures have been used: Sqlite and MySQL. The former, Sqlite (1), is implemented in the multitouch device (iPad), and ensures that data are stored, even without an internet connection. The latter, MySQL (2), which is employed on the Online Platform and has with a similar design, offers an online service that, together with the previous database, permits having all the information synchronized (offline and online).

Bottom Line: The article show the results of an experiment made with a clinical sample of 12 users with ID between 12 and 15 years, taking into account that all of them are capable of correct oral communication and they do not have severe physical coordination problems.The results show significant difference between the selection of games 1, 2 or 3, because all of them prefer the game 1 related with "Payments" probably because it permits more interaction using the multitouch device.The authors also made a qualitative evaluation and the results have been very promising and satisfactory.

View Article: PubMed Central - PubMed

Affiliation: DeustoTech-Life Research Unit, DeustoTech Institute of Technology, University of Deusto, Avda. Universidades, 24. 48007, Bilbao, Spain. asilop_92@hotmail.com.

ABSTRACT
This article presents a telemonitoring tool based on computer games, aimed at money management skill improvement for people with Intellectual Disabilities (ID). The presented tool is divided into two parts: on one hand, some training activities related to payments and currency discrimination based on Serious Games are proposed to the user using a multitouch device. On the other hand, the psychologists and specialist who work with them, can access to the Serious Games results using an online application in order to evaluate their evolution. The results are measured according to the number of errors they have during the proposed activities, the time they need to complete them and the score. The article show the results of an experiment made with a clinical sample of 12 users with ID between 12 and 15 years, taking into account that all of them are capable of correct oral communication and they do not have severe physical coordination problems. Only two users completed all the games without errors. Males obtained a mean of 28.25 errors, whereas females obtained a mean of 17.75. The results show significant difference between the selection of games 1, 2 or 3, because all of them prefer the game 1 related with "Payments" probably because it permits more interaction using the multitouch device. The authors also made a qualitative evaluation and the results have been very promising and satisfactory.

Show MeSH
Related in: MedlinePlus