| Literature DB >> 24573223 |
Asier Lopez-Basterretxea1, Amaia Mendez-Zorrilla2, Begonya Garcia-Zapirain3.
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.Entities:
Mesh:
Year: 2014 PMID: 24573223 PMCID: PMC3986980 DOI: 10.3390/ijerph110302361
Source DB: PubMed Journal: Int J Environ Res Public Health ISSN: 1660-4601 Impact factor: 3.390
Application examples.
| Títtle | Authors | Country | Year | Objective | Technology | Telemonitoring? | Oriented to? |
|---|---|---|---|---|---|---|---|
| Picaa [ | GEDES from the University of Granada | Spain | 2010–2011 | Creation of learning activities | iPad, iPhone and iPodTouch | NO | ID |
| Lucas y el caso del cuadro robado [ | Orange Foundation and Madrid Down Syndrome Foundation | Spain | 2010 | Leisure Game | PC | NO | ID |
| Las aventuras de Spoti [ | Down Spain and Eroski Foundation | Spain | 2011 | Online interactive nutritional game | PC | NO | ID |
| Sudoku [ | N/A | N/A | 2012 | Mental Exercise | IPad | NO | Elderly |
| Bowling [ | Sunwoo, J.; Yuen, W.; Lutteroth, C.; Wünsche, B | N/A | 2010 | Physical Exercise. Easy bowling game in which the user has to imitate the movement of throwing the ball. | IPhone | NO | Elderly |
| Penguin toss [ | Chris Hilgert | N/A | 2010 | Physical Exercise. In this game, the user has to move the smartphone in order throw the penguins through the rings. | IPhone | NO | Elderly |
| Proloquo2Go [ | AssistiveWare | N/A | 2013 | Symbol support—Voices | iPhone / iPad | NO | People in general |
| Autism Colors [ | Bob Bradley | N/A | 2012 | Learn basic colors | iPhone, iPad and Android | NO | Autism children |
| TapToTalk [ | Assistyx LLC | N/A | 2013 | Help people who are non-verbal clients or with limited speech | Tablets and PC | NO | Children |
| Sutil+ [ | Barro Chris Hilgert, S.; Presedo, J.; Castro, D.; Fernandez-Delgado, M.; Fraga, S.; Lama, M.; Vila, J. | Spain | 2002 | Monitoring of patients in coronary care units | N/A | YES | Critical care patients |
| Real Time Patient Tele-monitoringSystem Using LabVIEW [ | Mr. Bhavin Mehta, Ms.Divya Rengarajan, Mr. Ankit Prasad | India | 2012 | Provide doctors patients vital parameters | LabVIEW and online | YES | Cronic patients |
Figure 1Main character of the System.
Satisfaction survey.
| Item ID | Question |
|---|---|
| A | Did you like Kimi? |
| B | Did you have fun? |
| C | Will you play again? |
| D | Did you find the game complicated? |
| E | Did you enjoy the music? |
| F | Did you know/ have you ever played with the iPad? |
| G | Do you use a mobile phone? |
Figure 2System Architecture.
Figure 3Online Platform screenshot.
Figure 4High Level Block Diagram.
Figure 5Game 1, block A.
Figure 6Game 1, block B.
Figure 7Game 2, block B.
Sociodemographic data of the sample and stored scores of the trials (12 users).
| Parameter | Frecuency ( | Average (DT) | Min/Max |
|---|---|---|---|
| Gender | |||
| Female | 4 [33.3] | ||
| Male | 8 [66.7] | ||
| Disorder | |||
| Down’s Syndrome | 9 [75] | ||
| Other ID | 3 [25] | ||
| Game (User Results) | * | ** | ** |
| Game 1 | 11 [43.83] | 2.42 (1.31) | 0/5 |
| Game 2 | 6 [25] | 1.58 (2.54) | 0/8 |
| Game 3 | 7 [29.17] | 0.67 (0,65) | 0/2 |
| Total errors (score) | 24.75 (29.25) | 0/97 | |
| Total errors for female | 17.75 (22.87) | 0/48 | |
| Total errors for male | 28.25 (32.83) | 1/97 |
* n of players who played each game regarding the whole group, the percentages do not relate games with each other. ** Data about the no. of attempts in which each user has played each game.
Figure 8A child with ID tries the application.