电子游戏分析和唐氏综合症

Lucy Garcia, Augusto Salazar, Mauricio Garcia, Sayira Hernandez, Cesar Gomez
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摘要

今天,有许多唐氏综合症儿童在教学过程中普遍存在困难,特别是在数学方面。这些困难的主要来源是智力残疾,这种智力残疾或多或少地表现在患有多发性硬化的人身上,这是由于遗传改变,其特征是21号染色体的额外拷贝。这种基因失衡导致神经元和突触连接数量减少,从而使他们的思维和运动过程比其他人慢。尽管如此,人们仍然保持着学习和进步的能力,即使他们的技能发展没有限制,只要他们提供正确的激励。另一方面,信息通信技术已被证明是一种包容性工具,适用于退行性痴呆等认知障碍人群。专家们肯定,这些人确实有兴趣并且能够利用技术,这些技术构成了增加在社区中变得更加独立和活跃的可能性的宝贵工具。从这个意义上说,已经采取行动,通过促进获取信息和通信技术,尊重他们获取信息和通信的权利,促进这一人口的社会包容。这样,数字鸿沟就会缩小,教育、劳动和社会包容也会受到青睐。在此基础上,提出了一款包含PDS的数学教育类电子游戏的原型设计。这个游戏是基于需要基础数学知识的人的三个日常生活活动。每一个活动都是从一个基本的难度水平开始的,如果用户能够适当地执行每一个活动,那么它们的难度就会增加。游戏第一项活动的目标是正确识别形状和颜色,第二项是计数,最后是根据形式组织元素。由于一些使用或不使用DS的用户在语言开发方面可能会受到限制,因此设计游戏的目的是,从同一用户与应用程序的交互中,可以获得显示教学过程的某些方面的数据,以及对拟议工具的熟悉程度和使用情况。这些直接从与游戏的互动中提取的分析数据有助于对游戏进行评估,特别是在语言尚未完全发展的人群中,因此在可理解性和言语方面受到限制。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
VIDEO GAME ANALYTICS AND DOWN SYNDROME
Today there are many children with Down Syndrome (DS) who have difficulties in the teaching-learning process in general and in particular in mathematics. These difficulties have their primary origin in the intellectual disability that is manifested to a greater or lesser extent in people with DS (PDS) due to a genetic alteration characterized by an additional copy of chromosome 21. This genetic imbalance causes a decrease in the number of neurons and synaptic connections which in turn makes mental and motor processes slower for them than for other people. Notwithstanding the preceding, the population retains its capacity for learning and improvement, even there is no limit to the development of their skill is as long as they provide the right incentives. On the other hand, ICTs have proven to be an inclusive tool with the population in cognitive impairment such as DS. Experts affirm that these people do have interest and can make use of technologies, which constitute a valuable instrument to increase the probability of becoming more independent and active in the community. In this sense, actions have been undertaken to promote the social inclusion of this population by promoting access to ICT, respecting their right to access information and communication. In this way, the digital divide is reduced, and educational, labor and social inclusion are favored. According to the above, the design of a prototype of an educational video game in mathematics that is inclusive with PDS was proposed. This game is based on three own activities of daily living of people who require basic knowledge in mathematics. Each of the activities starts at a basic level of difficulty, and to the extent that the user manages to perform each of them adequately, the difficulty of them will increase. The objective of the first activity of the game is to identify shapes and colors correctly, the other is to count, and the last is to organize elements according to form. Since some users with or without DS can have limitations in language development, the game was designed so that from the same user interaction with the application could be obtained data showing some aspects of the teaching-learning process and familiarization and use of the proposed tool. These analytical data extracted directly from the interaction with the game facilitates the evaluation of it, especially in populations where language is not fully developed and thus have limitations in intelligibility and speech.
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