Literature DB >> 31713985

Using an augmented reality game to teach three junior high school students with intellectual disabilities to improve ATM use.

Ya-Shu Kang1, Yao-Jen Chang2.   

Abstract

BACKGROUND: Individuals with intellectual disabilities (ID) may have difficulties in performing daily living tasks. Among other daily living tasks, independent automated teller machine (ATM) skills are an essential life skill for people with intellectual disabilities.
MATERIALS AND METHODS: Three junior high school students in a special education class participated in the experiment. We employed the augmented reality (AR) technology to gamify ATM skill training. Specifically, a multiple baseline design was adopted to demonstrate the relation between game-based intervention and using an ATM independently.
RESULTS: Data showed that the percentage of correct task steps increased among all three participants. Social validity results showed the teachers considered the AR game was very useful and it had helped their students learn the ATM skills effectively.
CONCLUSIONS: The proposed AR game can be used for effective training of students with intellectual disabilities using an ATM independently.
© 2019 John Wiley & Sons Ltd.

Entities:  

Keywords:  ATM skills; augmented reality (AR); computer game; intellectual disability

Year:  2019        PMID: 31713985     DOI: 10.1111/jar.12683

Source DB:  PubMed          Journal:  J Appl Res Intellect Disabil        ISSN: 1360-2322


  1 in total

1.  A gamified augmented reality vocational training program for adults with intellectual and developmental disabilities: A pilot study on acceptability and effectiveness.

Authors:  Bhing-Leet Tan; Frank Yunqing Guan; Ivy Mun Wah Leung; Sharon Yi-May Kee; Oran Zane Devilly; Alice Medalia
Journal:  Front Psychiatry       Date:  2022-08-04       Impact factor: 5.435

  1 in total

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