游戏轨迹在脑瘫学生操作技能表现中的适应性

T. M. Santos, M. S. Junior, Viviane Rodrigues
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引用次数: 0

摘要

本研究旨在分析改编后的《九个男人的莫里斯》游戏对一名14岁脑瘫学生操纵技能表现的影响,并描述改编过程的各个阶段。鉴于此,采用单一受试者ABAB退出或逆转设计,通过干预的应用和顺序退出来评估行为。研究分为以下几个阶段:1)游戏选择;2) 基线;3) 游戏改编;4) 干预。案例记录表被用作数据收集工具。它包含了得分从零到三的反应变量,包括以下评估项目:运动准确性;运动范围;手容量和移动速度。所有课程都被拍摄下来,以便在与参与者的课程结束后对案例记录表进行评分。数据用图表表示,用变量分隔,并描述所做的调整。因此,参与者在包括操纵技能在内的所有变量方面都取得了显著的进步。然而,当引入适应时,得分增加,而当撤回干预时,百分比下降,这表明自变量(适应的九人莫里斯游戏)和因变量(操纵技能)之间存在函数关系。因此,可以得出结论,改编后的《九人莫里斯》游戏在脑瘫学生的操纵技能方面是有效的,促进了她在游戏中的自主性。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
Adaptação do jogo trilha no desempenho das habilidades manipulativas de uma estudante com paralisia cerebral
The present study aimed to analyze the effects of the adapted Nine Men's Morris game on the performance of the manipulative skills of a 14-year-old student with cerebral palsy, in addition to describing the stages of the adaptation process. Given this, a single-subject ABAB withdrawal or reversal design was used, to assess behavior through the application and sequential withdrawal of the intervention. The research was divided into the following stages: 1) Game selection; 2) Baseline; 3) Game adaptation; 4) Intervention. A case record form was used as a data collection instrument. It contained the response variables with a score from zero to three, with the following assessment items: Movement accuracy; Range of movement; Hand capacity, and Movement speed. All sessions were filmed for the case record form to be scored after the sessions with the participant. The data were represented in graphs, separated by variables, with the descriptions of the adaptations made. As a result, the participant achieved significant improvements in all variables comprised of the manipulative skills. However, when adaptations were introduced, the scores increased, and when the intervention was withdrawn, the percentages decreased, showing a functional relationship between the independent variable (adapted Nine Men's Morris game) and the dependent variables (manipulative skills). Thus, it is concluded that the adapted Nine Men's Morris game was effective in terms of the manipulative skills of the student with cerebral palsy, promoting her autonomy during the game.
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