| Literature DB >> 32081920 |
Ovidio Lopes da Cruz Netto1,2, Silvia Cristina Martini Rodrigues1,3, Marcus Vasconcelos de Castro2, Diego Pereira da Silva1,3, Robson Rodrigues da Silva1,3, Richard Ribeiro Brancato de Souza1,3,4, Adriana A Ferreira de Souza5, Marcia Aparecida Silva Bissaco6,7,8.
Abstract
A child with Down syndrome, like any other child, may benefit from interacting with memory stimuli, but needs additional support and help. The use of special teaching methods, which add playfulness and use of the computer, can enhance the memory processes of these children. In this work, we present the virtual environment "Nossa Vida (Our Life)", which was developed to assist children with Down syndrome to memorize action sequences of their daily routine. A daily routine memorization test (DRMT), consisting of a weekly reminder of typical daily routines completed by the children and parents, was performed before (pre-test) and after (post-test) the intervention. The work involved a multidisciplinary team and assessed the effectiveness of the test performed by 30 children with Down syndrome from APAE, a special education school for children with intellectual disabilities in São Paulo, Brazil. The children were separated into two groups (Experimental - GE and Control - GC) with homogeneity and normality of the data. Two hypotheses were tested in this study: H0 and H1, where: H0 = There is no statistical difference between memorizing daily tasks between individuals with Down syndrome who used our ludic virtual environment and those who used the conventional memory method.H1 = There is a difference between the group of subjects with Down Syndrome who used our virtual game environment and the group that did not use it in relation to memorizing the daily task. This produces t = -14.98 and p <0.0001, with H1 being accepted. The results showed that the EG presented significance in relation to the CG and the evolution mean of the children in the EG was 81.82% higher. According to experts (psychologist and pedagogue) from APAE and parents, the playful activities implemented in this virtual environment have been of great interest to children, who had fun, tested hypotheses and questioned them about the sequences of actions performed in their routine daily.Entities:
Mesh:
Year: 2020 PMID: 32081920 PMCID: PMC7035352 DOI: 10.1038/s41598-020-60014-5
Source DB: PubMed Journal: Sci Rep ISSN: 2045-2322 Impact factor: 4.379
Values obtained with the paired t student test from GC and GE participants data.
| CG | EG | |
|---|---|---|
| t value | −6.69 | −14.99 |
| p value | <0.0001 | <0.0001 |
| IC | −0.3071 to −0.1627 | −1.1696 to −0.8875 |
Descriptive statistics reporter of children with Down syndrome.
| Characteristics | Subitems | Amount (%) |
|---|---|---|
| sex/genre | Male | 16 (59.26) |
| Female | 11 (40.74) | |
| Age | 10–14 | 12 (44.44) |
| 15–19 | 14 (51.85) | |
| 20–22 | 1 (3.70) | |
| Mean (Std. Deviation) | 15.(2 (2.88) | |
| Experience with educational games | No | 2 (7.40) |
| Yes | 25 (92.59) |
Mean of the frequencies that the actions were executed TMRD.
| Sequence of Actions available in the TMRD | CG before | CG after | DIF. CG | EG before | EG after | DIF. EG |
|---|---|---|---|---|---|---|
| 1) When you enter the bathroom, turn on the light | 1.4615 | 1.5952 | 0.1337 | 2.1571 | 3.0000 | 0.8429 |
| 2) When brushing your teeth, wash your hands before. | 0.7253 | 0.9167 | 0.1914 | 1.3714 | 2.0714 | 0.7000 |
| 3) At the end of brushing your teeth, dry yourself with the towel. | 1.4945 | 1.6429 | 0.1484 | 1.1386 | 2.4643 | 1.3257 |
| 4) Before you leave the bathroom turn off the light. | 1.4945 | 1.5833 | 0.0888 | 1.6571 | 2.4286 | 0.7715 |
| 5) Enter the kitchen to eat | 1.8462 | 2.0833 | 0.2372 | 2.4786 | 3.4286 | 0.9500 |
| 6) When eating an apple, wash it first. | 1.0549 | 1.2381 | 0.1832 | 1.6939 | 2.3929 | 0.6990 |
| 7) When you finish eating an apple, throw the leftovers in the trash. | 0.9780 | 1.2143 | 0.2363 | 1.5357 | 2.2143 | 0.6786 |
| 8) When eating a banana, peel it before. | 1.1099 | 1.3333 | 0.2234 | 1.8214 | 2.4286 | 0.6071 |
| 9) When you finish eating a banana, throw the peel in the trash. | 0.9231 | 1.1905 | 0.2674 | 1.5714 | 2.3571 | 0.7857 |
| 10) Before leaving the kitchen, turn off the light. | 1.1758 | 1.3214 | 0.1456 | 2.0357 | 2.6429 | 0.6071 |
| 11) When you enter the bedroom, turn on the light. | 1.8791 | 2.0813 | 0.2022 | 2.7500 | 3.3214 | 0.5714 |
| 12) When going to sleep, put on your pajamas before. | 1.2582 | 1.3155 | 0.0572 | 1.7857 | 2.3929 | 0.6071 |
| 13) When you get your bed to sleep, take away everything that is on it before. | 0.8242 | 1.1052 | 0.2810 | 1.8571 | 2.4643 | 0.6071 |
| 14) When playing with a puzzle, make more than one puzzle. | 0.7253 | 0.9127 | 0.1874 | 1.3214 | 2.1071 | 0.7857 |
| 15) Before leaving the bedroom, turn off the light. | 1.4945 | 1.5012 | 0.0067 | 2.0357 | 2.6786 | 0.6429 |
| 16) When swimming in a pool, place the buoys first. | 0.0000 | 0.0000 | 0.0000 | 1.6242 | 2.3571 | 0.7329 |
| 17) When you are swimming, eat something | 0.0000 | 0.0000 | 0.0000 | 1.3929 | 2.1071 | 0.7143 |
| 18) Usually swim for a long time. | 0.0000 | 0.0000 | 0.0000 | 1.8571 | 2.5000 | 0.6429 |
| 19) Usually play with objects while swimming. | 0.0000 | 0.0000 | 0.0000 | 1.2857 | 2.1786 | 0.8929 |
| 20) When you leave the pool, the first thing you do is take out the buoys. | 0.0000 | 0.0000 | 0.0000 | 1.6214 | 2.2857 | 0.6643 |
| 21) When you enter the living room, turn on the light. | 1.6264 | 1.6365 | 0.0102 | 2.2143 | 2.7857 | 0.5714 |
| 22) When watching TV, keep pressing the buttons on the remote control before turning on. | 1.3000 | 1.2500 | −0.050 | 1.8965 | 2.6429 | 0.7464 |
| 23) When you take the remote control of the TV, you already press the button to turn it on. | 1.3407 | 1.3553 | 0.0146 | 1.3929 | 2.3214 | 0.9286 |
| 24) Usually play with objects while swimming. | 0.3077 | 0.4762 | 0.1685 | 1.6071 | 2.3929 | 0.7857 |
| 25) Turn the TV on and off constantly. | 1.0696 | 1.2063 | 0.1368 | 1.6286 | 2.3571 | 0.7285 |
| 26) Change the TV volume frequently. | 0.9121 | 1.0952 | 0.1832 | 1.7500 | 2.3571 | 0.6071 |
| 27) Before leaving the living room, turn off the light. | 0.9780 | 1.5238 | 0.5458 | 1.8214 | 2.4286 | 0.6071 |
| Mean DIF (before and after). | 0.1332 | 0.7334 |
Figure 1Subjects’ behavior during the intervention phase: (A) Requested help to start the virtual environment; (B) Requested help to use the virtual environment; (C) Requested extension of pre-established time; (D) Played without stopping; (E) Verbalized positively about the game; (F) Learned to use controls easily; (G) Wanted to play again.
Figure 2Interface that allows the characterization of the character and the environment.
Figure 3Interface in which the user will choose the environment and the initial activities to be developed.
Figure 4Room Routine: (A) Interface with the sequence of instructions that will be performed; (B) Interface where the user can choose which interaction will be performed first; (C) Interface exposing the open wardrobe where the user can choose clothing; (D) Interface that shows the user’s change of clothes; (E) Scene showing the user putting the stuffed animal in the closet; (F) Interface showing the user sleeping; (G) Mother feedback screen.
Figure 5Flow diagram-Consort and Trend.
Professional Evaluators’ Profile.
| Expert | Academic Education | Expertise |
|---|---|---|
| Psy1 | Psychology | Acting in early childhood education |
| Psy2 | Psychology | Acting in special education |
| Ped1 | Pedagogy | Acting in technical and higher education |
| Ped2 | Pedagogy | Kindergarten school owner |
| Ped3 | Pedagogy | Teacher of early childhood education |
| GS1 | Computer Science | Games specialist and Coordinator of Higher Education Course in Information Technology |
| GS2 | Computer Science | Games specialist and Coordinator of the Digital Games Technology Course. |
| GS3 | Computer Science | Games specialist and Teacher of Higher Education Course in Information Technology |
Figure 6Some interfaces implemented in the “Nossa Vida (Our Life) 1.0”[45] for child: (A) to start choosing the character with which the child wants to explore this virtual environment; (B) to choose the environments inside the house that were implemented; (C) to perform a decision making in the living room; (D) to stay at room environment; (E) to use swimming pool taking into account the good safety practices in the water; and (F) Interface where the mother appears providing a tip whenever the user makes three consecutive errors.