| Literature DB >> 35990062 |
Bhing-Leet Tan1,2, Frank Yunqing Guan3, Ivy Mun Wah Leung1, Sharon Yi-May Kee1, Oran Zane Devilly3, Alice Medalia4.
Abstract
Objectives: The Augmented Reality Games to Enhance Vocational Ability of Patients (REAP) was an augmented reality vocational training program that provided skills training in the context of a psychiatric rehabilitation program. It was implemented over 10 weeks and consisted of gamified augmented reality café training scenarios and bridging group activities to facilitate transfer of learning to the work context. This pilot study aimed to explore the acceptability and effectiveness of the REAP program when carried out with adults with intellectual and developmental disabilities attending work therapy. Its objectives were: (1) to obtain feedback from participants and trainers on their experiences and acceptability of the REAP program and (2) to measure changes in vocational and cognitive skills of participants in the REAP program. Materials and methods: This was a pretest-posttest mixed methods study. 15 adults with intellectual and developmental disabilities attending work therapy in a non-profit organization participated in the REAP program and their vocational trainers were involved in assisting in this program. Feasibility Evaluation Checklist (FEC) and the Neurobehavioral Cognitive Status Exam (Cognistat) were administered at baseline, post-training and eight weeks after training. The participants and their trainers also provided user feedback via semi-structured interviews.Entities:
Keywords: Neuropsychological and Educational Approach to Remediation; augmented reality; cues and prompts; intellectual and developmental disabilities; transfer of learning; vocational training
Year: 2022 PMID: 35990062 PMCID: PMC9386351 DOI: 10.3389/fpsyt.2022.966080
Source DB: PubMed Journal: Front Psychiatry ISSN: 1664-0640 Impact factor: 5.435
FIGURE 1Sandwich making scenario.
FIGURE 2Serving drinks scenario.
FIGURE 3Cashiering scenario.
Participants’ demographic profile and game level.
| Profile and game level ( | |
|
| |
| Female | 8 (53.3%) |
| Male | 7 (46.7%) |
|
| |
| Bizlink Headquarters | 9 (60.0%) |
| Bizlink day activity center | 6 (40.0%) |
|
| |
| None | 10 (66.7%) |
| Depression | 3 (20.00%) |
| Schizophrenia | 1 (6.7%) |
| Attention-deficit hyperactivity disorder | 1 (6.70%) |
|
| |
| 0–5 years | 10 (66.7%) |
| 6–10 years | 4 (26.7%) |
| 11 years and above | 1 (6.7%) |
|
| |
| Beginner | 13 (86.7%) |
| Intermediate | 2 (13.3%) |
|
| |
| Beginner | 10 (66.7%) |
| Intermediate | 1 (6.7%) |
| Advanced | 4 (26.7%) |
|
|
|
| Age (in years) | 10.46 (12.07) |
| Years of education | 14.82 (1.93) |
Repeated measures for mean scores on augmented reality game performance at beginning, middle, and final sessions.
| Game measurement | Beginning session Mean (SD) | Middle session Mean (SD) | Final session Mean (SD) | Time effect | |||
| F |
|
| η | ||||
| Duration per session (minutes) | 27.13 (18.30) | 26.87 (7.59) | 24.60 (6.10) | 0.21 | 1.30 | 0.72 | 0.02 |
| Number of attempts per session | 7.67 (4.88) | 9.80 (7.06) | 9.07 (7.26) | 0.45 | 1.45 | 0.58 | 0.03 |
| Number of correct attempts | 6.13 (4.42) | 8.40 (7.03) | 7.88 (6.85) | 21.07 | 2 | 0.56 | 0.04 |
| Number of wrong attempts | 1.53 (1.41) | 1.40 (1.81) | 1.33 (1.45) | 0.68 | 2 | 0.93 | 0.01 |
| Number of hints requested | 0.80 (1.32) | 3.00 (4.97) | 2.73 (4.03) | 1.94 | 2 | 0.16 | 0.12 |
| Number of errors in multiple-choice questions | 3.67 (4.25) | 1.00 (2.65) | 0.80 (1.70) | 4.52 | 2 | 0.24 | |
*Significant at p ≤ 0.05.
Repeated measures for Feasibility Evaluation Checklist (FEC) total scores and Cognistat domain and total scores at baseline, post-training, and at eight-week follow-up.
| Measurement | Baseline Mean (SD) | Post-intervention Mean (SD) | Eight-week Follow-up Mean (SD) | Time effect | |||
| F |
|
| η | ||||
|
| 42.40 (11.53) | 47.07 (12.82) | 49.73 (16.34) | 3.74 | 2 | 0.21 | |
| Cognistat orientation | 9.64 (3.54) | 10.50 (2.68) | 9.07 (3.08) | 1.17 | 1.36 | 0.31 | 0.08 |
| Cognistat attention | 4.79 (2.64) | 6.00 (2.96) | 5.93 (2.34) | 1.45 | 2 | 0.25 | 0.10 |
| Cognistat comprehension | 3.79 (1.63) | 4.36 (1.15) | 4.36 (1.69) | 2.25 | 2 | 0.13 | 0.15 |
| Cognistat repetition | 6.64 (3.37) | 7.43 (3.11) | 7.86 (3.30) | 0.90 | 1.80 | 0.41 | 0.07 |
| Cognistat naming | 5.71 (1.44) | 5.71 (1.07) | 6.00 (1.11) | 1.07 | 2 | 0.36 | 0.08 |
| Cognistat construction ability | 3.71 (1.98) | 3.57 (1.28) | 3.36 (1.91) | 0.38 | 2 | 0.69 | 0.03 |
| Cognistat memory | 3.57 (3.86) | 7.36 (4.55) | 7.50 (4.67) | 10.21 | 2 | 0.44 | |
| Cognistat calculations | 2.36 (2.06) | 3.07 (1.44) | 2.50 (1.35) | 1.63 | 2 | 0.22 | 0.11 |
| Cognistat Similarities | 1.64 (2.53) | 2.57 (3.18) | 3.21 (3.47) | 3.28 | 1.22 | 0.08 | 0.20 |
| Cognistat judgment | 0.86 (1.51) | 1.43 (1.34) | 2.14 (1.99) | 4.76 | 2 | 0.27 | |
| Cognistat total | 42.71 (17.18) | 52.00 (14.79) | 51.50 (18.49) | 4.53 | 2 | 0.26 | |
*Significant at p ≤ 0.05.
FIGURE 4Feedback on usefulness of the Augmented Reality Games to Enhance Vocational Ability of Patients (REAP) program.
FIGURE 8Feedback on the duration of the Augmented Reality Games to Enhance Vocational Ability of Patients (REAP) program.