“emoggalaxy电子游戏”与“纸牌游戏”对自闭症谱系障碍儿童情绪调节效果的比较

Z. Shams, Leila Kashani-Vahid, Hadi Moradi
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引用次数: 2

摘要

情绪调节是儿童和青少年在社交生活中取得成功所需要的最重要的技能之一。自闭症谱系障碍患者在调节情绪方面存在严重缺陷。各种各样的治疗方法被用来改善自闭症儿童的情绪调节,包括使用旨在改善情绪调节的电子游戏,这吸引了许多研究人员,治疗自闭症或其他有特殊需要的儿童群体。这些游戏可以在治疗师在场或不在场的情况下使用,这将节省金钱和精力。本研究旨在评估emoggalaxy的效果,emoggalaxy是一款旨在改善自闭症谱系障碍儿童情绪调节的电子游戏,与带有情绪调节方法的纸牌游戏相比。通过前测后测和对照组的准实验研究来评估两种干预措施的有效性。第一个实验组有10名学生玩emoggalaxy,而第二个实验组有10名学生玩普通的纸牌游戏。对照组由10名学生组成,不接受任何治疗,在实验组干预期后等待接受干预。本研究采用情绪调节检查表(Shields & Cicchetti, 2004)作为评估被试情绪调节的工具。所得数据采用多元协方差分析(MANCOVA)进行分析。研究结果显示,与其他实验组和对照组相比,电脑认知游戏导致情绪调节发生显著变化(p<0.05)。结论是电脑游戏可以改善自闭症谱系障碍儿童的情绪调节能力。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
Comparing the Effectiveness of “EmoGalaxy Video Game” with “Card games” on Emotion Regulation of Children with Autism Spectrum Disorder
Emotion regulation is among the most important skills that children and adolescents need to be successful in their social lives. Individuals with autism spectrum disorder have serious deficit in regulating their emotions. Various treatments have been used to improve emotion regulation in children with autism including using video games designed to improve emotion regulation, has attracted many researchers, treating autism or other groups of children with special needs. These games can be used with or without a therapist presence which would save money and energy. This study aimed to evaluate the effects of EmoGalaxy, a video game designed to improve emotion regulation of children with autism spectrum disorder, compared to a card games with emotion regulation approach. Effectiveness of both interventions were evaluated by a quasi-experimental research with pretest-posttest and a control group. 10 students in the first experimental group played with EmoGalaxy, while the second experimental group, with 10 students, played regular cards games. The control group, consisted of 10 students did not receive any treatment and waited to receive the intervention after the experimental group intervention period. The instrument used in this study to evaluate the emotion regulation of the participants was the emotion regulation checklist (Shields & Cicchetti, 2004). The obtained data was analyzed by Multiple Analysis of the Covariance (MANCOVA). The results of the study showed that computer cognitive games led to significant changes compared to the other experimental group and the control group in emotion regulation (p<0.05). It is concluded that computer games can be used to improve emotion regulation in children with autism spectrum disorder.
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