技术的可用性支持自闭症儿童的社会能力训练

P. Weiss, E. Gal, M. Zancanaro, L. Giusti, S. Cobb, L. Millen, Tessa Hawkins, T. Glover, Daven Sanassy, S. Eden
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引用次数: 37

摘要

我们提出了两项可用性研究的结果,评估了协作技术的使用,这些技术旨在通过技术提供的认知行为疗法(CBT)促进自闭症谱系疾病(ASC)儿童学习社会能力技能。第一项研究考察了在多用户桌面共享活动界面(SAS)上运行的一款协同定位游戏(Join-In Suite)。第二个研究是协作虚拟环境(CVE),旨在帮助学生理解和练习社交会话技巧。这两个原型都是在参与式设计过程中开发的,其中包括职业治疗师和教师以及ASC儿童的焦点小组。然后进行可用性研究,职业治疗师使用该系统对9-13岁的高功能ASC儿童进行一小时的社会能力训练。结果测量包括两份可用性问卷、内在动机量表和对儿童的访谈。治疗师对系统可用性量表的反应也被记录下来。SAS和CVE原型的测试结果显示,他们非常享受游戏,对游戏的偏好和对技术的熟练使用。对于这两种技术,活动的协作性质似乎有效地利用了电脑游戏的吸引力,并获得了一定程度的生态有效性,而这通常在电脑游戏中是不充分存在的。
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Usability of technology supported social competence training for children on the Autism Spectrum
We present the results of two usability studies evaluating the use of collaborative technologies designed to facilitate children with Autism Spectrum Conditions (ASC) learning social competence skills through technology-delivered Cognitive-Behavioral Therapy (CBT). The first study examined a co-located games (Join-In Suite) run on a multi-user tabletop shared active surface (SAS). The second study collaborative virtual environment (CVE) designed to support understanding and practice of social conversation skills. Both prototypes were developed following a participatory design process that included focus groups of occupational therapists and teachers as well as children with ASC. Usability studies were then conducted where occupational therapists used the systems for social competence training during a single one hour session with pairs of children with high functioning ASC, aged 9–13 years. Outcome measures included two usability questionnaires, the Intrinsic Motivation Inventory and interviews with the children. Therapists' responses to the System Usability Scale were also recorded. Results for SAS and CVE prototypes showed great enjoyment of the games, preferences amongst them and proficient use of the technology. For both technologies, the collaborative nature of the activities appeared to be effective in leveraging the engaging power of computer games as well as capturing a level of ecological validity which is often not sufficiently present in computer games alone.
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