Engaged in learning neurorehabilitation: Development and validation of a serious game with user-centered design

被引:21
作者
Savazzi, Federica [1 ]
Isernia, Sara [1 ,2 ]
Jonsdottir, Johanna [1 ]
Di Tella, Sonia [1 ]
Pazzi, Stefania [3 ]
Baglio, Francesca [1 ]
机构
[1] IRCCS Fdn don Carlo Gnocchi ONLUS, Milan, Italy
[2] Univ Cattolica Sacro Cuore, Milan, Italy
[3] CBIM, Pavia, Italy
关键词
Serious game; Education; Rehabilitation; Learning; User -centered design; MEDICAL-EDUCATION; STUDENTS; FLOW;
D O I
10.1016/j.compedu.2018.06.001
中图分类号
TP39 [计算机的应用];
学科分类号
081203 ; 0835 ;
摘要
The presence of Serious Games (SGs) in the medical educational field is spreading due to their beneficial results in terms of learning outcomes and user' engagement. The effectiveness of these tools for physical therapy students is, however, still to be proven and prototypes for this user target are lacking. We adopted a user-centered design (UCD) approach to develop and validate a SG on dual task motor and cognitive rehabilitation for junior physical therapists training. The SG development and validation consisted in two phases: a design-evaluation-redesign phase with two groups of junior and senior physiotherapists (group 1, N = 10; group 2, N = 28), and the SG prototype testing phase comparing outcomes of junior physiotherapists in lab (N = 20) and physical therapy students in real context (N = 23). Usability, motivation, flow state, affective engagement and learning were tested. Results showed a high usability of the tool together with good levels of engagement in all groups. Interestingly, we observed a decrease in physiotherapists' negative affect and an increment of students' positive affect after experiencing the prototype. The adoption of the UCD for the validation of a SG on neurorehabilitation allowed the development of a usable and engaging prototype. Future research on SG topics should include a rehabilitation paradigm in their content.
引用
收藏
页码:53 / 61
页数:9
相关论文
共 45 条
  • [1] Abras C., 2004, Encyclopedia of Human-Computer Interaction, V37, P445
  • [2] [Anonymous], PSYCHOL OPTIMAL EXPE
  • [3] Mapping learning and game mechanics for serious games analysis
    Arnab, Sylvester
    Lim, Theodore
    Carvalho, Maira B.
    Bellotti, Francesco
    de Freitas, Sara
    Louchart, Sandy
    Suttie, Neil
    Berta, Riccardo
    De Gloria, Alessandro
    [J]. BRITISH JOURNAL OF EDUCATIONAL TECHNOLOGY, 2015, 46 (02) : 391 - 411
  • [4] Writing/righting Palestine studies: settler colonialism, indigenous sovereignty and resisting the ghost(s) of history
    Barakat, Rana
    [J]. SETTLER COLONIAL STUDIES, 2018, 8 (03) : 349 - 363
  • [5] A user-centered design and analysis of an electrostatic haptic touchscreen system for students with visual impairments
    Bateman, Amelia
    Zhao, Oliver K.
    Bajcsy, Andrea V.
    Jennings, Mathew C.
    Toth, Bryan N.
    Cohen, Alexa J.
    Horton, Emily L.
    Khattar, Anish
    Kuo, Ryan S.
    Lee, Felix A.
    Lim, Meilin K.
    Migasiuk, Laura W.
    Renganathan, Ramkesh
    Zhang, Amy
    Oliveira, Marcio A.
    [J]. INTERNATIONAL JOURNAL OF HUMAN-COMPUTER STUDIES, 2018, 109 : 102 - 111
  • [6] Game-Based E-Learning Is More Effective than a Conventional Instructional Method: A Randomized Controlled Trial with Third-Year Medical Students
    Boeker, Martin
    Andel, Peter
    Vach, Werner
    Frankenschmidt, Alexander
    [J]. PLOS ONE, 2013, 8 (12):
  • [7] Brooke J., 1996, Usability evaluation in industry, V189, P4, DOI [DOI 10.1201/9781498710411-35, 10.1201/9781498710411, DOI 10.1201/9781498710411]
  • [8] User-Centered Design of Serious Games for Older Adults Following 3 Years of Experience With Exergames for Seniors: A Study Design
    Brox, Ellen
    Konstantinidis, Stathis Th
    Evertsen, Gunn
    [J]. JMIR SERIOUS GAMES, 2017, 5 (01):
  • [9] Is game-based learning better in flow experience and various types of cognitive load than non-game-based learning? Perspective from multimedia and media richness
    Chang, Chi-Cheng
    Liang, Chaoyun
    Chou, Pao-Nan
    Lin, Guan-You
    [J]. COMPUTERS IN HUMAN BEHAVIOR, 2017, 71 : 218 - 227
  • [10] Craig S., 2004, J. Educ. Media, V29, P241, DOI [DOI 10.1080/1358165042000283101, 10.1080/135816]