2020
DOI: 10.14483/23448350.15431
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Using Gamification to Improve the Quality of Educating Children with Autism

Abstract: This study was conducted with a pre-test–post-test design with a control group in which participants were divided into two experimental (ten persons) and control (ten persons) groups. The Smile 1 intervention took place in 16 sessions of 30 min, which consisted of eight sessions of 1 h owing to the time spent by the parents of the participants in the study. Additionally, a Child Behaviour Check List (CBCL) was used to measure the effectiveness of this interventional game on reducing the behavioural problems of… Show more

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Cited by 15 publications
(13 citation statements)
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“…The Octalysis gamification framework is widely used to segment users based on their motivations [68]. Octalysis was developed by Chou [68] as an octagon with 8 core drivers of individuals on each side: (1) epic meaning and calling, (2) development and accomplishment, (3) empowerment of creativity and feedback, (4) ownership and possession, (5) social influence and relatedness, (6) scarcity and impatience, (7) unpredictability and curiosity and, ( 8) loss and avoidance. The game strategies or elements that are associated with each driver have been grouped next to it.…”
Section: Phase 2: Knowing Usersmentioning
confidence: 99%
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“…The Octalysis gamification framework is widely used to segment users based on their motivations [68]. Octalysis was developed by Chou [68] as an octagon with 8 core drivers of individuals on each side: (1) epic meaning and calling, (2) development and accomplishment, (3) empowerment of creativity and feedback, (4) ownership and possession, (5) social influence and relatedness, (6) scarcity and impatience, (7) unpredictability and curiosity and, ( 8) loss and avoidance. The game strategies or elements that are associated with each driver have been grouped next to it.…”
Section: Phase 2: Knowing Usersmentioning
confidence: 99%
“…In cognitive contexts, in addition to considering the users' motivations, their needs should be identified since they may suffer from mild to severe cognitive dysfunction, which may sometimes be accompanied by physical disabilities. Afrasiabi Navan and Khaleghi [7] developed the game "Smile 1" to help Iranian autistic children recognize emotional states such as happiness, sadness, anger, and fear in the cartoon faces of girls and boys that appear in the game. The girls have a scarf (Figure 5) since these children only identify women and girls who wear a scarf (in Iranian culture, girls and women wear a scarf).…”
Section: Phase 2: Knowing Usersmentioning
confidence: 99%
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