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Can individuals with down syndrome improve their performance after practicing a game on a mobile phone?—A new insight study
Learning and Motivation ( IF 1.488 ) Pub Date : 2020-10-30 , DOI: 10.1016/j.lmot.2020.101685
Lilian Del Ciello de Menezes , Talita Dias da Silva , Camila Miliani Capelini , James Tonks , Suzanna Watson , Íbis Ariana Peña de Moraes , Silvia Regina Pinheiro Malheiros , Zan Mustacchi , Carlos Bandeira de Mello Monteiro

Introduction

Down syndrome (DS) is a genetic disorder characterized by the presence of an extra chromosome, which is typically associated with motor and cognitive changes that interfere with the ability to perform daily activities. To enable gains in motor skills in individuals with DS, one option is to use new technologies such as mobile phone tasks in a virtual reality environment.

Objective

To explore whether a mobile phone game is a feasible tool to improve motor performance of upper limbs in individuals with DS.

Method

The game Marble Maze Classic® was used, in which the participants moved the mobile phone to guide a virtual marble through a maze design. We evaluated 100 individuals, 50 with DS and 50 individuals with typical development matched by gender and age. The participants were divided into two conditions: a ‘condition with an original maze’, with 25 individuals in the comparison group (typical development) and 25 in the experimental group (DS) and a ‘reverse condition’ with the same number of participants that used a maze design with an opposite path to the original as a counter-balance measure. The dependent variable used was time in seconds to finish the maze path. ANOVA was used in analysis of group differences. Post-hoc comparisons were performed using Tukey’s Honest Significant Difference test (p < 0.05).

Results

The comparison group improved during practice and maintained performance in the retention phase; they were able to transfer learning to different mazes. The DS group improved and retained motor performance, but transferred motor performance only in the original maze, not in the reverse condition. That is, the DS group failed to transfer learning as effectively as the comparison group.

Conclusion

People with DS managed to adapt to the task but underperformed compared to people with TD. Difficulty in maintaining performance with increased task difficulty was observed in the DS participants, highlighting the need to differentiate such tasks in improving performance.



中文翻译:

患有唐氏综合症的人在手机上玩完游戏后能提高他们的表现吗?

介绍

唐氏综合症(DS)是一种遗传性疾病,其特征是存在一条额外的染色体,该染色体通常与运动和认知变化有关,从而干扰了人们进行日常活动的能力。为了提高DS个体的运动技能,一种选择是在虚拟现实环境中使用新技术,例如手机任务。

目的

探讨手机游戏是否是改善DS个体上肢运动能力的可行工具。

方法

使用了Marble MazeClassic®游戏,参与者在其中移动了手机,以通过迷宫设计引导虚拟大理石。我们评估了100名个体,50名具有DS的个体和50名典型发展的个体(根据性别和年龄)。参与者分为两个条件:“具有原始迷宫的条件”,在比较组中(典型发育)有25个人,在实验组(DS)中有25个人;在“逆向条件”中,参与者的数量与使用了与原始路径相反的迷宫设计作为平衡措施。使用的因变量是完成迷宫路径的时间(以秒为单位)。方差分析用于分析群体差异。事后比较使用Tukey的诚实显着差异检验(p <0.05)进行。

结果

对照组在练习过程中有所改善,并在保留阶段保持了良好的表现。他们能够将学习转移到不同的迷宫中。DS组改进并保留了电动机的性能,但仅在原始迷宫中才转移了电动机的性能,而在相反的情况下则没有。也就是说,DS组未能像对照组那样有效地转移学习。

结论

DS的人设法适应了任务,但与TD的人相比表现不佳。在DS参与者中,观察到在保持任务难度增加的情况下很难保持绩效,这突出表明了在提高绩效方面需要区分此类任务。

更新日期:2020-10-30
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