| Literature DB >> 35675112 |
JooHyun Lee1, Tae Seon Lee2, SeungWoo Lee3, JiHye Jang1, SuYoung Yoo4, YeJin Choi4, Yu Rang Park1.
Abstract
BACKGROUND: Autism spectrum disorder (ASD) is characterized by abnormalities in social communication and limited and repetitive behavioral patterns. Children with ASD who lack social communication skills will eventually not interact with others and will lack peer relationships when compared to ordinary people. Thus, it is necessary to develop a program to improve social communication abilities using digital technology in people with ASD.Entities:
Keywords: ASD; Autism; RCT; Roblox; biometric; child; communication; development; digital technology; digital therapy; eHealth; emotional change; human interaction; metaverse; mhealth; online platform; social interaction; social skill; social skills; stress; wearable; youth
Year: 2022 PMID: 35675112 PMCID: PMC9218883 DOI: 10.2196/35960
Source DB: PubMed Journal: JMIR Res Protoc ISSN: 1929-0748
Contents of the metaverse-based social skills training program.
| Week | Session | Goal | Content |
| 1 | Introduction and preneuropsychological test (offline) | Orient the participants to the program |
Explaining the process involved in the program and the basic rules and the use of the wearable device Preneuropsychological evaluation |
| 2 | Being a Good Sportsman 1(internet): awareness of the need for rules and results | Learn and develop the right behavior for replacing inappropriate behavior; avoid uncontrolled negative behavior to achieve positive behavior |
Subject and modulator introducing themselves to each other Self-introduction by team Forming rules Playing sports games in metaverse Giving session feedback and homework |
| 3 | Being a Good Sportsman 2 (internet): understanding the situation and participating in team activities | Learn social understanding by noticing situations and conflicts that occur during team activities |
Greeting therapists and participants Checking the homework from the last session Reminding rules Playing sports games in metaverse Giving session feedback and homework |
| 4 | Being a Good Sportsman 3 (internet): responding appropriately to negative behavior experiences and negative emotions | Learn to accept the result of rule violations, failures, etc experienced in team activities and understand appropriate emotional response |
Greeting therapists and participants Checking the homework from the last session Educating and practicing negative emotion acceptance and coping skills Playing sports games in metaverse Giving session feedback and homework |
| 5 | Being a Good Sportsman 4 (internet): knowing and accepting individual differences | To be able to recognize the characteristics of other team members and accept similarities and differences with friends while working as a team |
Greeting therapists and participants Checking the homework from the last session Educating and practicing “knowing and accepting” skills. Playing sports games in metaverse Giving session feedback |
| 6 | Neuropsychological test | Conducting postneuropsychological evaluation | Postneuropsychologital evaluation: K-SCQa SRS 2b K-CBCLc K-VABS-2d SCL-Re CDIf RCMASg |
aK-SCQ: Korean Version of the Social Communication Questionnaire.
bSRS-2: Social Responsiveness Scale-2
cK-CBCL: Korean version of the Child Behavior Checklist.
dK-VABS-2: Korean version of the Vineland Adaptive Behavior Scale-2.
eSCL-R: Symptom Checklist-Revision.
fCDI: Children’s Depression Inventory.
gRCMAS: revised Children’s Manifest Anxiety Scale