A Telemonitoring Tool based on Serious Games Addressing Money Management Skills for People with Intellectual Disability
Abstract
:1. Introduction
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- Work on reducing the digital divide among people with disabilities.
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- Design technological tools that deal with key habits for independent life
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- Evaluate the results obtained and measure the satisfaction of people with ID concerning initiatives of this type.
2. Background
2.1. Interventions for ID
2.2. Serious Games and ID
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- The technology used : the software on which the application has been developed.
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- Whether the system has telemonitoring services, or not.
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- The target audience at which it is aimed.
Títtle | Authors | Country | Year | Objective | Technology | Telemonitoring? | Oriented to? |
---|---|---|---|---|---|---|---|
Picaa [23] | GEDES from the University of Granada | Spain | 2010–2011 | Creation of learning activities | iPad, iPhone and iPodTouch | NO | ID |
Lucas y el caso del cuadro robado [24] | Orange Foundation and Madrid Down Syndrome Foundation | Spain | 2010 | Leisure Game | PC | NO | ID |
Las aventuras de Spoti [25] | Down Spain and Eroski Foundation | Spain | 2011 | Online interactive nutritional game | PC | NO | ID |
Sudoku [26,27] | N/A | N/A | 2012 | Mental Exercise | IPad | NO | Elderly |
Bowling [28] | Sunwoo, J.; Yuen, W.; Lutteroth, C.; Wünsche, B | N/A | 2010 | Physical Exercise. Easy bowling game in which the user has to imitate the movement of throwing the ball. | IPhone | NO | Elderly |
Penguin toss [28] | Chris Hilgert | N/A | 2010 | Physical Exercise. In this game, the user has to move the smartphone in order throw the penguins through the rings. | IPhone | NO | Elderly |
Proloquo2Go [29] | AssistiveWare | N/A | 2013 | Symbol support—Voices | iPhone / iPad | NO | People in general |
Autism Colors [30] | Bob Bradley | N/A | 2012 | Learn basic colors | iPhone, iPad and Android | NO | Autism children |
TapToTalk [31] | Assistyx LLC | N/A | 2013 | Help people who are non-verbal clients or with limited speech | Tablets and PC | NO | Children |
Sutil+ [32] | Barro Chris Hilgert, S.; Presedo, J.; Castro, D.; Fernandez-Delgado, M.; Fraga, S.; Lama, M.; Vila, J. | Spain | 2002 | Monitoring of patients in coronary care units | N/A | YES | Critical care patients |
Real Time Patient Tele-monitoringSystem Using LabVIEW [33] | Mr. Bhavin Mehta, Ms.Divya Rengarajan, Mr. Ankit Prasad | India | 2012 | Provide doctors patients vital parameters | LabVIEW and online | YES | Cronic patients |
3. Material and Methods
3.1. Participants
3.2. Informed Consent—Institutional Review Board (IRB)
3.3. Human Resources
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- Prescribers: the supervisors and therapists from the association of people with ID.
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- ICT experts: experts in the design and development of the tool.
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3.4. Accessibility and Usability Criteria
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- Increased font size.
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- Voice accompaniment in texts and messages, guiding the user.
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- Use of realistic elements to simulate a real case.
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- Clear and easy interfaces.
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- No time limits. Due to differentuser profileswithin theID, there are no time limits to perform the activities. In addition, the aim is to encourage the useofthe application, not to prevent or hinder it.
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- Short conclusions after each Game to encourage users and facilitate the learning process by repeating concepts.
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- Lack of animations and sound effects to keep the attention of the user.
3.5. Experiment Description
3.6. Methods
3.6.1. Technological Methods
3.6.2. Hardware Device
3.6.3. Evaluation
Item ID | Question |
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A | Did you like Kimi? |
B | Did you have fun? |
C | Will you play again? |
D | Did you find the game complicated? |
E | Did you enjoy the music? |
F | Did you know/ have you ever played with the iPad? |
G | Do you use a mobile phone? |
4. Results
4.1. Tool Design
4.1.1. High-Level System Diagram
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- Database (internal and online). The various multimedia elements making up the application are situated in this layer. They display and capture the user information in order to deliver it to the business layer.
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- Logical layer. The operations to perform for the application’s functioning are executed in this layer. They are collected and the information is sent to be displayed in the presentation layer and the information from the database is stored or obtained.
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- User interface. This layer is composed by the database manager, which will back up the business layer in the storing and data-obtaining processes.
4.1.2. Online Application
- Specialists/psychologistsThese are the persons in charge of one or several users with ID. They will have access to the objective data the application receives and can monitor the development/learning of each user. Evolution is shown by weekly intervals and the data may be shown as numbers and graphs.
- AdministratorThe administrator is the person(s) in charge of making sure the tool runs smoothly, signing users on or off (both specialists and adolescents with ID). The administrator can never visualize personal and sensitive information, thus safeguarding the privacy of all the users.
4.1.3. Serious Games Part Design
- In the first game (Game 1, Payments), the aim is to reach a certain amount of money that appears randomly. The player uses two coins from the entire range (€), and a 5-euro note. The aim is to reach that amount without exceeding its value, avoiding one of the most common mistakes this group makes when paying. The game has three different levels, depending on whether the user receives help or not (see Figure 5):
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- Help indicating whether there is too little or too much money and how much.
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- Help indicating only if we have spent too much orfallen shortofthe amount shownwithout indicatinghow much.
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- No help at all.
In Game 1 in all levels, the data on the number of attempts made are saved until the correct amount is selected. - In the second game (Game 2, Coin Discrimination), the main aim is to distinguish between euros and other foreign currencies, which are randomly shuffled with each other. Users have to differentiate values, shapes and similar colours. In this game, the total amount of time spent in performing the activity was also calculated (see Figure 6).
- In Game 2, the number of timesthecoins thatwere not the sought oneare registered. In the third example (Game 3, Coin Discrimination), the aim is to distinguish between euros and cents, making use of the iPad’s gyroscope. Introducing this type of technologies entails increased user leisure as well as variety within the same thematic block (money) (see Figure 7). In Game 3, the mistakeson the number ofcoinsthat the user is offered to distinguish are saved.
4.2. Objective Results
Parameter | Frecuency (n [%]) | Average (DT) | Min/Max |
---|---|---|---|
Gender | |||
Female | 4 [33.3] | ||
Male | 8 [66.7] | ||
Disorder | |||
Down’s Syndrome | 9 [75] | ||
Other ID | 3 [25] | ||
Game (User Results) | * | ** | ** |
Game 1 | 11 [43.83] | 2.42 (1.31) | 0/5 |
Game 2 | 6 [25] | 1.58 (2.54) | 0/8 |
Game 3 | 7 [29.17] | 0.67 (0,65) | 0/2 |
Total errors (score) | 24.75 (29.25) | 0/97 | |
Total errors for female | 17.75 (22.87) | 0/48 | |
Total errors for male | 28.25 (32.83) | 1/97 |
4.3. Subjective Results
5. Conclusions
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- Shopping, having a coffee, etc.
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- Be employed in regular jobs in addition to special job centres.
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- Finally, responding to the last aim, this means assessing the results on satisfaction of people with ID and people working with them concerning initiatives of this type, during this experience gratitude and appreciation have been observable, showing how important the community around people with ID consider this kind of initiatives.
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- In the subjective questionnaires, it can be observed that the users experienced pleasant sensations and enjoyed playing the games. The professional instructors also expressed positive views.
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- The results of the database reflect that the complexity of the levels is appropriate, since a wide range of results were obtained.
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- The design of the application structure is considered to be appropriate, since the users were able to understand and move throughout the different sections.
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- The use of an iPad or a Tablet with similar features to send the data collected from the Serious Games to the telemonitoring tool is a good option.
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- To develop new Serious Games to work on other abilities and skills.
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- To assess the application orienting it to wider groups of users, such as people without disabilities, and compare the results of different collectives.
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- Add a wider variety of coins and notes into the games.
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- Design and develop activities oriented to a real scenario, such as shopping in the supermarket.
Acknowledgments
Author Contributions
Conflicts of Interest
References
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Share and Cite
Lopez-Basterretxea, A.; Mendez-Zorrilla, A.; Garcia-Zapirain, B. A Telemonitoring Tool based on Serious Games Addressing Money Management Skills for People with Intellectual Disability. Int. J. Environ. Res. Public Health 2014, 11, 2361-2380. https://doi.org/10.3390/ijerph110302361
Lopez-Basterretxea A, Mendez-Zorrilla A, Garcia-Zapirain B. A Telemonitoring Tool based on Serious Games Addressing Money Management Skills for People with Intellectual Disability. International Journal of Environmental Research and Public Health. 2014; 11(3):2361-2380. https://doi.org/10.3390/ijerph110302361
Chicago/Turabian StyleLopez-Basterretxea, Asier, Amaia Mendez-Zorrilla, and Begonya Garcia-Zapirain. 2014. "A Telemonitoring Tool based on Serious Games Addressing Money Management Skills for People with Intellectual Disability" International Journal of Environmental Research and Public Health 11, no. 3: 2361-2380. https://doi.org/10.3390/ijerph110302361
APA StyleLopez-Basterretxea, A., Mendez-Zorrilla, A., & Garcia-Zapirain, B. (2014). A Telemonitoring Tool based on Serious Games Addressing Money Management Skills for People with Intellectual Disability. International Journal of Environmental Research and Public Health, 11(3), 2361-2380. https://doi.org/10.3390/ijerph110302361