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EmoAnim: A Serious Game for Screening Children with Autism using Emotions in Animations emoanimm:一款使用动画中的情感来筛选自闭症儿童的严肃游戏
Pub Date : 2021-11-25 DOI: 10.1109/ISGS54702.2021.9684762
Ebrahim Gholami Dizicheh, Hadi Moradi, Mina Bidsookhteh Nezam Abadi, Fahime Shahrokh, Rasoul Samani, Leila Kashani-Vahid
Automatic autism screening is an important goal to avoid misdiagnosis of children with autism, especially in underdeveloped areas. That is why technology-based approaches for screening autism, especially game-based approaches, have been studied in the recent decade. This paper introduced a serious game called EmoAnim that utilizes animations to screen players' emotion recognition capabilities. The difference between EmoAnim and other emotion recognition games and tests was using animations rather than still images. Animations include both visual and auditory information that a child can use for emotion recognition. The game was tested on 25 children (10 children with autism and 15 normally developed children) aged 5 to 10. The results showed that typically developing children performed significantly better than children with autism in correct answer rate and response time. Moreover, children with autism spent more time in the game, specifically in the lower levels. Overall, the pattern of the gameplay between typically developing children and those with autism was different and identifiable by this game. Based on the study results, it can be concluded that this game can be used for screening purposes between children with autism and normally developing children. And the important feature of technology-based screening is that it might be used remotely without needing an expert presence. This would allow extending screening of autism in rural areas with inadequate healthcare support. This would facilitate screening autism, which would enable the family to start early rehabilitation interventions.
自闭症自动筛查是避免自闭症儿童误诊的重要目标,特别是在欠发达地区。这就是为什么基于技术的自闭症筛查方法,特别是基于游戏的方法,在最近十年得到了研究。本文介绍了一款名为emoanimm的严肃游戏,它利用动画来显示玩家的情绪识别能力。emoanimm与其他情感识别游戏和测试的区别在于使用动画而不是静止图像。动画包括视觉和听觉信息,孩子可以用这些信息来识别情感。该游戏在25名5至10岁的儿童(10名自闭症儿童和15名正常发育儿童)中进行了测试。结果表明,正常发育儿童在正确答题率和反应时间上明显优于自闭症儿童。此外,自闭症儿童在游戏中花费的时间更多,特别是在较低的关卡中。总的来说,正常发育儿童和自闭症儿童的游戏模式是不同的,可以通过这个游戏来识别。根据研究结果,可以得出结论,这个游戏可以用于自闭症儿童和正常发育儿童之间的筛查目的。基于技术的筛查的重要特点是,它可以在不需要专家在场的情况下远程使用。这将允许在医疗保健支持不足的农村地区扩大自闭症筛查。这将有助于筛查自闭症,从而使家庭能够开始早期康复干预。
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引用次数: 0
Incorporation of Serious Games into Higher Education: A Survey 严肃游戏融入高等教育的调查
Pub Date : 2021-11-25 DOI: 10.1109/ISGS54702.2021.9684766
M. Dorrigiv
Digital simulation settings have been used for many years in higher education, and gamification has just lately been popular. Nonetheless, new technology has opened up new avenues for developing experiential learning through games, including edutainment, and more serious games. Therefore, the use of digital technology in education has revolutionized learning approaches and experiences in recent years. Serious games are one of several of these technologies. Nevertheless, creating and adopting these technologies is a difficult task with limited tools easily available. The purpose of this paper is to review the methods for enhancing the incorporation of these new technologies. Furthermore, the significance of serious games in the Top Tools for Learning List will be investigated. The results show that there will be a bright future in the use of serious games in higher education.
数字模拟设置已经在高等教育中使用多年,而游戏化最近才流行起来。尽管如此,新技术为通过游戏开发体验式学习开辟了新途径,包括寓教于乐和更严肃的游戏。因此,近年来,在教育中使用数字技术已经彻底改变了学习方法和经验。严肃游戏就是这些技术中的一种。然而,由于可用的工具有限,创建和采用这些技术是一项艰巨的任务。本文的目的是回顾加强这些新技术的结合的方法。此外,严肃游戏在顶级学习工具列表中的重要性将被调查。结果表明,严肃游戏在高等教育中的应用具有广阔的前景。
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引用次数: 1
Effectiveness of “Maghzineh” Attention Cognitive Video Games on Executive Functions of Children with Autism Spectrum disorder “Maghzineh”注意力认知电子游戏对自闭症谱系障碍儿童执行功能的影响
Pub Date : 2021-11-25 DOI: 10.1109/ISGS54702.2021.9684768
Afin Ahmad Mahmood, Leila Kashani-Vahid, Hadi Moradi
Disfunction in executive functions is considered to be one of main problems of children with autism spectrum disorder. It is indicated that part of problems encountered by these children such as social communication might be the results of executive malfunction. Thus, in the present study, the effectiveness of Maghzineh cognitive video games on executive functions of children with autism was investigated. In order to study the effectiveness of a training based on these games, a quasi-experimental study was designed, with pre-test and post test and a control group. It was conducted on two groups of male children with autism spectrum disorder, aged 5 to 12 years in Soleimanieh, Iraq. All these children were diagnosed by the psychiatrist in a rehabilitation center. Ten children were randomly assigned to the experimental group and ten children to the control group. The experimental group played with cognitive games for 24 sessions while the control group received no intervention and waited in the waiting list. The Behavior Rating Inventory of Executive Functions (Gioia, 2000) was used as the tool for evaluating the executive functions of these children. The collected data were analyzed by multivariate analysis of variance (MANCO VA). The results of multivariate analysis of variance showed a significant difference between the overall executive functions in the experimental and the control group (P≤0.05). Specifically, the results showed significant impact on attention shift, working memory, organization, and task monitoring of these children, which are directly targeted by Maghzineh video games. In contrast, the intervention was significantly effective on a some of sub-scales of exactutive functions, such as inhibition or initiation. In summary, due to the impact of Maghzineh video games on a group of the scales and the overall score of executive functions, it is recommended that these games would be available to children with autism and their families and schools as a complimentary educational tool in improving executive functions, which as it is indicated in the literature, might be effective on social communication and academic achievement of these children.
执行功能障碍是自闭症谱系障碍儿童的主要问题之一。这表明,这些儿童遇到的部分问题,如社会沟通,可能是执行功能障碍的结果。因此,本研究旨在探讨Maghzineh认知电子游戏对自闭症儿童执行功能的影响。为了研究基于这些游戏的训练的有效性,我们设计了一个准实验研究,包括前测和后测以及一个对照组。这项研究是在伊拉克苏莱曼尼赫的两组5至12岁的患有自闭症谱系障碍的男孩身上进行的。所有这些孩子都是由康复中心的精神病医生诊断出来的。10名儿童随机分为实验组,10名儿童分为对照组。实验组进行24次认知游戏,对照组不进行干预,在等候名单中等待。执行功能行为评定量表(Gioia, 2000)被用作评估这些儿童执行功能的工具。采用多变量方差分析(MANCO VA)对收集的数据进行分析。多变量方差分析结果显示,实验组与对照组整体执行功能差异有统计学意义(P≤0.05)。具体来说,结果显示了对这些儿童的注意力转移、工作记忆、组织和任务监控的显著影响,这些都是Maghzineh电子游戏的直接目标。相比之下,干预在执行功能的一些子量表上,如抑制或启动,显着有效。综上所述,由于Maghzineh视频游戏对执行功能的一组量表和总分的影响,我们建议这些游戏可以提供给自闭症儿童及其家庭和学校,作为改善执行功能的补充教育工具,正如文献所表明的那样,这可能对这些儿童的社会沟通和学业成绩有效。
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引用次数: 0
ISGS2021 Scientific Committee list ISGS2021科学委员会名单
Pub Date : 2021-11-25 DOI: 10.1109/isgs54702.2021.9684771
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引用次数: 0
The Role of Narration in Educational Games 叙述在教育游戏中的作用
Pub Date : 2021-11-25 DOI: 10.1109/ISGS54702.2021.9684769
Farkhondeh Fazel Bakhsheshi
This paper will discuss the role of narration in serious games and how to write a compelling narration for a serious game. While this study discusses the theoretical frame, the field study also supports the framework. The examples given here are taken from the conducted research and the writer's personal experience as an ESL teacher using serious gaming in teaching English. Immersion and interactivity are discussed in relation to narration and how they will help Serious game trough narration.
本文将讨论叙述在严肃游戏中的作用,以及如何为严肃游戏编写引人注目的叙述。本研究在讨论理论框架的同时,实地研究也支持该框架。本文所举的例子均来自于本文所进行的研究以及作者作为ESL教师在英语教学中使用严肃游戏的亲身经历。本文讨论了沉浸感和互动性与叙述的关系,以及它们如何通过叙述帮助严肃游戏。
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引用次数: 0
The Impact of Competition on the Effectiveness of Cognitive Games 竞争对认知游戏有效性的影响
Pub Date : 2021-11-25 DOI: 10.1109/ISGS54702.2021.9685013
Sheyda Mirzakhani, Hadi Moradi
Video game cognitive training has been at the forefront of cognitive therapy and empowerment in the last decade. However, most cognitive video games lack the attractiveness of entertainment video games. Consequently, there has been limited use of these cognitive video games. In this paper, we investigate the effect of using the competition gamification element to improve the attractiveness of cognitive games. Two competitive environments, i.e., face-to-face and leaderboard-based environments, are implemented and tested on two cognitive video games. The effects of these environments, compared to the basic environment of playing cognitive video games, are evaluated through a questionnaire and analyzing the performance of the players in the games. The results show a significant difference between the competitive environments and the basic ones in several criteria. Also, the anxiety of the players in the competitive environments is evaluated, showing no significant effect on the players. The results suggest that using competition may increase the use of cognitive video games and increase their effect on cognitive factors.
在过去十年中,电子游戏认知训练一直处于认知治疗和赋权的前沿。然而,大多数认知电子游戏缺乏娱乐电子游戏的吸引力。因此,这些认知电子游戏的使用受到限制。本文探讨了运用竞争游戏化元素提高认知游戏吸引力的效果。我们在两款认知电子游戏中执行并测试了两种竞争环境,即面对面和基于排行榜的环境。与玩认知电子游戏的基本环境相比,这些环境的影响是通过问卷调查和分析玩家在游戏中的表现来评估的。结果表明,竞争环境与基本环境在若干指标上存在显著差异。同时,对运动员在竞争环境中的焦虑进行了评估,结果显示对运动员没有显著影响。结果表明,使用竞争可能会增加认知电子游戏的使用,并增加其对认知因素的影响。
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引用次数: 1
Design and Evaluation of a Web-Based Game for Children to Visit the National Museum of Iran 儿童参观伊朗国家博物馆网页游戏的设计与评估
Pub Date : 2021-11-25 DOI: 10.1109/ISGS54702.2021.9684764
Seyedehyasamin Salamat, Maryam Khalili
Museums play an important role in community's education. They bring people to the world of history and culture with their contents. There are several museums in Iran, but most of them don't have any specific program for kids and teenagers. This paper aims to present a study on the website of National Museum of Iran, more specifically; the focus is given on the use of a web-based game to invite young visitors during exhibition navigation and exploration of museum's cultural and educational content. The Iranian high school's curriculum in the field of the history of Islamic era is also studied in this paper to empower the educational influence of this game. Major analysis criteria and review findings include game goals, purpose of use, scope, user acceptance/interest and educational effectiveness. After reviewing the literature publications, it was found that most solutions were game-based and that had educational benefits on offer. The present study follows the Fogg's behavior framework and different design thinking tools as the qualitative tools for creation. This phase is done with the cooperation of forty students. In this paper, a web-based game is presented, which has been developed for enhancing the learning experience of teenagers. Its goal is to serve as a complement material for classes; also it can be used independently. It provides the students with many ways for acquiring information about their creations. Through the use of the game, the students gain easily new knowledge, since they have to search for it, understand different ancient manufacturing techniques and motifs from the Persian pottery making and use it to produce virtually different wares. The game can be played by many users simultaneously. These original works sent to the museum's website exhibition, create some kind of enthusiasm to visit this website. It also gives the opportunity to the other visitors to watch these creations as spectators. A usability test about an overall usefulness and educational effectiveness of this game is done with nine participants who mostly appreciate it and manifested some interests to play with it as a motivational tool for visiting the museum's website.
博物馆在社区教育中发挥着重要作用。它们把人们带进了历史和文化的世界。伊朗有几家博物馆,但大多数都没有针对儿童和青少年的特别项目。本文旨在对伊朗国家博物馆的网站进行更具体的研究;展览的重点是利用网络游戏来邀请年轻的参观者在展览的导航和探索博物馆的文化和教育内容。本文还对伊朗高中的伊斯兰时代历史课程进行了研究,以增强这款游戏的教育影响力。主要的分析标准和审查结果包括游戏目标、使用目的、范围、用户接受/兴趣和教育有效性。在回顾文献出版物后,我们发现大多数解决方案都是基于游戏的,并且具有教育意义。本研究以Fogg的行为框架和不同的设计思维工具作为定性的创作工具。这一阶段是由40名学生合作完成的。本文介绍了一款为提高青少年学习体验而开发的网络游戏。它的目标是作为课堂的补充材料;也可以独立使用。它为学生提供了许多获取他们的创作信息的途径。通过游戏的使用,学生们很容易获得新的知识,因为他们必须寻找它,了解不同的古代制造技术和波斯陶器制作的图案,并用它来生产几乎不同的商品。这款游戏可以让许多用户同时玩。这些原创作品送到博物馆的网站上展出,产生了某种访问这个网站的热情。这也给了其他游客作为观众观看这些创作的机会。我们对这款游戏的总体有用性和教育效果进行了可用性测试,共有9名参与者,他们大多很欣赏这款游戏,并表现出一些兴趣,将其作为访问博物馆网站的激励工具。
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引用次数: 0
The Effects of Neuroland Digital Cognitive Game On Children's Cognitive Skills Neuroland数字认知游戏对儿童认知技能的影响
Pub Date : 2021-11-25 DOI: 10.1109/ISGS54702.2021.9684770
Saynaz Maveddat, Elham Kabiri, Hadiseh Farhandi
The present study was conducted to investigate the effectiveness of cognitive mobile games on strengthening children's cognitive skills. For this purpose, the Neurland cognitive mobile game has been used. Neuroland is a cognitive game to enhance cognitive skills such as memory, attention, and math and reading skills, written for children ages 4 to 8. In this study, a quasi-experimental model with a control and experimental group was used. The statistical population of this study was 40 7 -year-old girls who were randomly divided into experimental and control groups. The experimental group used N euroland for 3 months (4 days a week for 45 minutes each time). The control group also used a non-cognitive mobile game during this period that did not enhance a particular skill. The data obtained from the two stages of pre-test and post-test were analyzed using the statistical methods of analysis and test independent paired t-method Finally, the results showed that Paired t-test statistical analysis all statistics have significant changes after the intervention. In general, the intervention has a significant effect on the amount of statistics and the significance of the statistics indicates this effect.
本研究旨在探讨认知手机游戏对儿童认知技能的强化效果。为此,我们使用了认知手机游戏《Neurland》。Neuroland是一款提高记忆力、注意力、数学和阅读能力等认知技能的认知游戏,专为4至8岁的儿童编写。本研究采用准实验模型,分为对照组和实验组。本研究的统计人群为40名7岁的女孩,随机分为实验组和对照组。试验组连续用药3个月(每周4天,每次45分钟)。在此期间,对照组也使用了一款没有提高特定技能的非认知手机游戏。对前测和后测两个阶段获得的数据分别采用分析和检验独立配对t法的统计方法进行分析,最终结果显示,配对t检验统计分析结果表明,干预后所有统计量均有显著变化。一般来说,干预对统计量有显著影响,统计量的显著性表明了这种影响。
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引用次数: 0
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2021 International Serious Games Symposium (ISGS)
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