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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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A child with ID tries the application.
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ijerph-11-02361-f008: A child with ID tries the application.

Mentions: The Game section of Table 3 shows users’ results obtained with the applications, where it is observed that the first game is the one that most users played (approximately eleven out of twelve) and the one that they played more frequently (mean 2.42 attempts). Games 2 and 3 showed to be less popular, as only 6 and 7 times, they have chosen to play it, respectively. Moreover, although there was a case that played the second game 8 times, the mean of times that each game was played by each person was 1.58 and 0.67, respectively. However, there were some differences between females and males there were not statistically significant. Thus, it is important to note that the users decided freely which game to use, and how many times to try them, as shown in Figure 8.


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)

A child with ID tries the application.
© Copyright Policy
Related In: Results  -  Collection

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

ijerph-11-02361-f008: A child with ID tries the application.
Mentions: The Game section of Table 3 shows users’ results obtained with the applications, where it is observed that the first game is the one that most users played (approximately eleven out of twelve) and the one that they played more frequently (mean 2.42 attempts). Games 2 and 3 showed to be less popular, as only 6 and 7 times, they have chosen to play it, respectively. Moreover, although there was a case that played the second game 8 times, the mean of times that each game was played by each person was 1.58 and 0.67, respectively. However, there were some differences between females and males there were not statistically significant. Thus, it is important to note that the users decided freely which game to use, and how many times to try them, as shown in Figure 8.

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