Pragmatics Communication Deficiencies and the Role of Gamification
E. Toki, P. Fakitsa, Konstantinos Drosos, J. Pange, V. Siafaka, A. Karampas, P. Petrikis
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引用次数: 3
Abstract
The proper use of language for communication in any context is defined as Pragmatics. Pragmatics includes the linguistic adjustments made (what is said, how it is said, body language, appropriateness) in order to accomplish the communication goal. Children and adults may be referred for rehabilitation when pragmatic communication deficits have an impact on social functioning, employment, and family/marital relationships (Turkstra, et al., 2016). The aim of this study is to examine gamification as an alternative to supplement clinical assessment procedures of an individual’s communication deficiencies with a focus on pragmatics perception, which led to the creation of a mobile gamified procedure designed to collect data on pragmatics perception. The gamified procedure was created in Kahoot! and was played by a sample of two hundred and fifty-six (256) university students with non-acquired communicative deficits studying health related courses in Greece. Data on points scored, response accuracy and duration of time spent on of each language feature was recorded. A detailed description on students’ pragmatics abilities and motivation was reported. The results of the study described normative data concerning points scored, response time and accuracy of language features. Statistically significant differences were found between genders in terms of response accuracy and time for some language features. The gamified e-assessment has the clear potential to contribute innovatively to the clinical assessment procedures of pragmatic communicative deficits including the needs of individuals with developmental disorders, psychiatric disorders, acquired brain injury, neurodegenerative disorders in a motivating way along with current technological advances of face to face and/or telepractice services. © 2018 Published by Future Academy www.FutureAcademy.org.uk
语用学、交际缺陷与游戏化的作用
在任何语境中正确使用语言进行交际被定义为语用学。语用学包括为达到交际目的而进行的语言调整(说什么、怎么说、肢体语言、适当性)。当语用沟通缺陷对社会功能、就业和家庭/婚姻关系产生影响时,儿童和成人可能会被转介康复(Turkstra, et al., 2016)。本研究的目的是研究游戏化作为一种替代方案来补充个人沟通缺陷的临床评估程序,重点关注语用感知,这导致了一个旨在收集语用感知数据的移动游戏化程序的创建。游戏化程序是在Kahoot!并由256名在希腊学习健康相关课程的非获得性沟通缺陷的大学生作为样本进行了测试。记录每个语言特征的得分、反应准确性和持续时间的数据。对学生的语用能力和动机进行了详细的描述。研究结果描述了关于得分、反应时间和语言特征准确性的规范性数据。在某些语言特征的反应准确性和反应时间方面,性别之间存在统计学上的显著差异。随着当前面对面和/或远程医疗服务的技术进步,游戏化的电子评估具有明显的潜力,以一种激励的方式,为实用交流缺陷的临床评估程序做出创新贡献,包括患有发育障碍、精神障碍、获得性脑损伤、神经退行性疾病的个体的需求。©2018由未来学院www.FutureAcademy.org.uk出版
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