Intellectual Disability
Conditions
Keywords
assitive technology, virtual reality games, intellectual disability, augmentative and alternative communication
Brief summary
Background: Games using motion capture from webcam have become increasingly popular. A population that lacks much stimulus in the teaching-learning process has under-explored the benefits of this kind of games: The Intellectually Disabled. The aim of this study is to analyse the effectiveness of games with virtual reality in the total reaction time. Method: A convenience sample of 165 Intellectually Disabled participants will have their performance measured using a virtual reality game. The intervention is to play two different games twice, in two sessions with an interval of, at least, seven days between the sessions. Participants will be randomized between two raters, both master students.
Interventions
Half of the participants will play two different levels of the Game MoviLetrando, two minutes each.
Half of the participants will play 2 minutes of the game MoveHero.
Sponsors
Study design
Eligibility
Inclusion criteria
* All the children that uses to go the institution where the data collection will be realised (APAE).
Exclusion criteria
* Those who decline to participate * Those who are not present in the two days of evaluation.
Design outcomes
Primary
| Measure | Time frame | Description |
|---|---|---|
| total reaction time | 6 minutes | decrease in time indicates a better performance |
Secondary
| Measure | Time frame | Description |
|---|---|---|
| time MoviLetrando | up to 15 days | less time to hit the targets indicates a better performance |
| acerts MoviLetrando | up to 15 days | more hits indicates a better performance |
Countries
Brazil