心理学
自我效能感
任务(项目管理)
应用心理学
考试(生物学)
参与式设计
公民新闻
体力活动
发展心理学
多媒体
社会心理学
计算机科学
物理医学与康复
医学
万维网
古生物学
经济
管理
工程类
平行线
生物
机械工程
作者
Defu Bao,Wen-An Li,Danni Shen,Ying Wang,Xiaojie Jin
出处
期刊:Games for health journal
[Mary Ann Liebert]
日期:2021-06-14
被引量:3
标识
DOI:10.1089/g4h.2020.0122
摘要
Objective: To explore changes in task/scheduling self-efficacy in children with visual impairments after playing exergames, using the participatory design (PD) method to guide students with visual impairments to engage in the design and test of exergames. Materials and Methods: A pre-/post-test was used with two experimental groups (nine high school students with visual impairments aged 18–21, nine junior high school students with visual impairments aged 14–17). Data were analyzed by an independent-/paired-sample t-test to assess changes in task/scheduling self-efficacy of different groups after gameplay. Data of three dimensions (psychological emotion, physical activity, and social interaction) were collected through texts, participative observations, live notetaking, and video recordings. These dimensions provide opportunities for children with visual impairments to improve their self-efficacy. Results: Exergames helped children with visual impairments to improve their task and scheduling self-efficacy. It confirmed that exergames can be useful to promote their psychological emotion, enhance levels of positive physical activity, and increase social opportunities to improve self-efficacy. Conclusion: Participants of various ages who engaged in exergames reported an improvement in both task and scheduling self-efficacy in terms of psychological emotion, physical activity, and social interaction. The PD approach may be useful in the design of products for people with visual impairments and may ultimately be helpful in supporting the social and physical needs of people with disabilities.
科研通智能强力驱动
Strongly Powered by AbleSci AI