Evaluation of user experience and cognitive load of a gamified cognitive training application for children with learning disabilities

Adel Shaban, E. Pearson
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引用次数: 4

Abstract

This study presents a gamified application for children with learning disabilities, designed to train and improve working memory. The application takes the form of a treasure hunt, and is designed according to a framework incorporating guidelines derived from accessibility, usability and cognitive load theory, and from gamification techniques. The aim is to exploit working memory capacity, motivate and engage the child in working memory training activities. The main focus of this study is the evaluation of the user experience and the cognitive load level of this gamified application. A sample of 12 Egyptian children with learning disabilities completed a five-week training period using the application, followed by an evaluation process. The evaluation took the form of a simple usability survey, an unstructured observation, and a cognitive load measurement scale. The purpose was to evaluate the children's perceived experience and assess the level of cognitive load experienced in each of the activities. The results revealed that all the children enjoyed playing the gamified application, were eager to participate in the daily training, and the cognitive load experienced during the training was found to be generally appropriate - although some areas for improvement were identified. Finally, the experiments identified a correlation between user experience, cognitive load and training performance.
儿童学习障碍游戏化认知训练应用程序的用户体验和认知负荷评估
本研究为有学习障碍的儿童提供了一个游戏化的应用程序,旨在训练和提高工作记忆。该应用程序采用寻宝的形式,并根据可访问性,可用性和认知负荷理论以及游戏化技术的指导方针的框架进行设计。目的是开发工作记忆能力,激励和参与儿童的工作记忆训练活动。本研究的主要焦点是评估这种游戏化应用程序的用户体验和认知负荷水平。12名有学习障碍的埃及儿童样本使用该应用程序完成了为期五周的培训,随后进行了评估。评估采用了简单的可用性调查、非结构化观察和认知负荷测量量表的形式。目的是评估儿童的感知经验和评估在每个活动中经历的认知负荷水平。结果显示,所有的孩子都喜欢玩游戏化应用程序,渴望参与日常训练,并且在训练过程中经历的认知负荷总体上是适当的-尽管确定了一些有待改进的领域。最后,实验确定了用户体验、认知负荷和训练表现之间的相关性。
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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