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Investigating Therapists Intention to Use Serious Games for Acquired Brain Injury Cognitive Rehabilitation

المصدر: مجلة جامعة الملك سعود - علوم الحاسب والمعلومات
الناشر: جامعة الملك سعود
المؤلف الرئيسي: Elaklouk, Ahmed Mohammed (Author)
مؤلفين آخرين: Shapii, Azrulhizam (Co-Author), Zin, Nor Azan Mat (Co-Author)
المجلد/العدد: مج27, ع2
محكمة: نعم
الدولة: السعودية
التاريخ الميلادي: 2015
الصفحات: 160 - 169
DOI: 10.33948/0584-027-002-007
ISSN: 1319-1578
رقم MD: 973571
نوع المحتوى: بحوث ومقالات
اللغة: الإنجليزية
قواعد المعلومات: science
مواضيع:
كلمات المؤلف المفتاحية:
Serious Games | Rehabilitation | Game Design | Brain Damage | Technology Acceptance | Perceptions
رابط المحتوى:
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LEADER 02676nam a22002537a 4500
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024 |3 10.33948/0584-027-002-007 
041 |a eng 
044 |b السعودية 
100 |9 524963  |a Elaklouk, Ahmed Mohammed  |e Author 
245 |a Investigating Therapists Intention to Use Serious Games for Acquired Brain Injury Cognitive Rehabilitation 
260 |b جامعة الملك سعود  |c 2015 
300 |a 160 - 169 
336 |a بحوث ومقالات  |b Article 
520 |b Acquired brain injury is one cause of long-term disability. Serious games can assist in cognitive rehabilitation. However, therapists’ perception and feedback will determine game adoption. The objective of this study is to investigate therapists’ intention to use serious games for cognitive rehabilitation and identify underlying factors that may affect their acceptance. The respondents are 41 therapists who evaluated a "Ship Game" prototype. Data were collected using survey questionnaire and interview. A seven-point Likert scale was used for items in the questionnaire ranging from (1) "strongly disagree" to (7) "strongly agree". Results indicate that the game is easy to use (Mean= 5.83), useful (Mean = 5.62), and enjoyable (Mean = 5.90). However intention to use is slightly low (Mean= 4.60). Significant factors that can affect therapists’ intention to use the game were gathered from interviews. Game-based intervention should reflect therapists’ needs in order to achieve various rehabilitation goals, providing suitable and meaningful training. Hence, facilities to tailor the game to the patient’s ability, needs and constraints are important factors that can increase therapists’ intention to use and help to deliver game experience that can motivate patients to undergo the practices needed. Moreover, therapists’ supervision, database functionality and quantitative measures regarding a patient’s progress also represent crucial factors. 
653 |a علم النفس المعرفي  |a الألعاب التعليمية  |a إعادة تأهيل الدماغ 
692 |b Serious Games  |b Rehabilitation  |b Game Design  |b Brain Damage  |b Technology Acceptance  |b Perceptions 
700 |9 524965  |a Shapii, Azrulhizam  |e Co-Author 
773 |c 007  |e Journal of King Saud University (Computer and Information Sciences)  |f Maǧalaẗ ǧamʼaẗ al-malīk Saud : ùlm al-ḥasib wa al-maʼlumat  |l 002  |m مج27, ع2  |o 0584  |s مجلة جامعة الملك سعود - علوم الحاسب والمعلومات  |v 027  |x 1319-1578 
700 |9 524964  |a Zin, Nor Azan Mat  |e Co-Author 
856 |u 0584-027-002-007.pdf 
930 |d y  |p y  |q n 
995 |a science 
999 |c 973571  |d 973571