Gamifying education on addressing real-world barriers, obstacles, and challenges commonly encountered by mobility device users: A convergent mixed-methods feasibility study.

IF 1.5 4区 医学 Q3 CLINICAL NEUROLOGY
Sangmi Park, Jorge L Candiotti, Verity Rampulla, Evan J Rafferty, Rosemarie Cooper, Nikitha Deepak, Sivashankar Sivakanthan, Jason Raad, Rory A Cooper
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引用次数: 0

Abstract

Context: Despite significant improvements in the built environment over the past 30 years, barriers and obstacles still make navigating accessible environments challenging. Mobility Device Users (MDUs) typically receive training in controlled settings; however, this training may not adequately prepare them for real-world challenges. To address this gap in training, essential skills were identified and gamified into an educational board game called HERL-Town.

Objective: To assess the feasibility of the game as a training tool.

Design: A convergent mixed methods design with quantitative data collected using the Model for the Evaluation of Educational Games (MEEGA+) instrument and qualitative data gathered in 12 focus groups.

Setting: National Disabled Veterans Winter Sports Clinic (Snowmass Village, Colorado).

Results: The analysis included 35 adult MDUs who use ground transportation at least once a week and 15 travel companions who travel regularly with MDUs. Transformed mean scores for all nine MEEGA + dimensions were 55.85, suggesting favorable educational potential and user experience. Content analysis of focus group discussions suggests participants found HERL-Town engaging and educational, though some suggested enhancements to educational content and usability of physical elements of the game.

Conclusion: HERL-Town offers a new and novel approach to training essential skills needed to utilize ground transportation effectively. MDUs may know how to operate mobility devices; however, anticipating challenges and identifying strategies for addressing these challenges in real-world environments requires trial and error garnered over an extended period. Gamification of these strategies may help MDUs anticipate these challenges and identify adaptive responses in dynamic environments.

解决移动设备用户通常遇到的现实障碍、障碍和挑战的游戏化教育:一项融合混合方法的可行性研究。
背景:尽管在过去的30年里,建筑环境有了显著的改善,但障碍和障碍仍然使无障碍环境的导航具有挑战性。移动设备用户(mdu)通常在受控环境中接受培训;然而,这种培训可能无法为他们应对现实世界的挑战做好充分的准备。为了解决培训中的这一差距,他们确定了基本技能,并将其游戏化到一款名为《HERL-Town》的教育棋盘游戏中。目的:评估游戏作为一种训练工具的可行性。设计:采用融合混合方法设计,使用教育游戏评估模型(MEEGA+)工具收集定量数据,并从12个焦点小组收集定性数据。地点:国家残疾退伍军人冬季运动诊所(斯诺马斯村,科罗拉多州)。结果:该分析包括35名每周至少使用一次地面交通工具的成年mdu和15名经常与mdu一起旅行的旅伴。MEEGA + 9个维度转化后的平均得分为55.85,表明教育潜力和用户体验良好。焦点小组讨论的内容分析表明,参与者认为《HERL-Town》具有吸引力和教育性,尽管有些人建议加强游戏的教育内容和物理元素的可用性。结论:HERL-Town提供了一种新的方法来训练有效利用地面交通所需的基本技能。mdu可能知道如何操作移动设备;然而,在现实环境中预测挑战并确定应对这些挑战的策略需要在很长一段时间内积累试验和错误。这些策略的游戏化可以帮助mdu预测这些挑战,并在动态环境中确定适应性反应。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
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来源期刊
Journal of Spinal Cord Medicine
Journal of Spinal Cord Medicine 医学-临床神经学
CiteScore
4.20
自引率
5.90%
发文量
101
审稿时长
6-12 weeks
期刊介绍: For more than three decades, The Journal of Spinal Cord Medicine has reflected the evolution of the field of spinal cord medicine. From its inception as a newsletter for physicians striving to provide the best of care, JSCM has matured into an international journal that serves professionals from all disciplines—medicine, nursing, therapy, engineering, psychology and social work.
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