2018 · 16 citations · 18 references
MedicineChild HealthPediatricsAssistive TechnologyPediatric DisabilityPlay-based LearningAugmented RealityPlay-based InterventionAugmented Reality GamingAugmented Reality Serious GamesChildren's Hand-eye CoordinationComparative Case Study DesignEye-hand Coordination ImpairmentHand-eye Coordination SupportMotor Skills RehabilitationPlay-based Motor Intervention
Emerging technologies and ICT have changed the lifestyle of society, all scientific areas are taking advantage of technology to get a real development. Therapists realize the benefits of using serious games as an assistive tool in psychotherapy. Thus, this research examines relevant issues regarding Dyspraxia disorders in children and presents a comparative study between two therapies methods, one using a manual puzzle and other using ATHYNOS, an Augmented Reality Serious Game developed to help children with the Dyspraxia to improve their motor skills and hand-eye coordination through technology. The analysis of data results showed that exist a significant difference between both methods, proving that children playing with ATHYNOS got less time in the activity execution and also better performance.
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Ronald Azuma · PRESENCE Virtual and Augmented Reality · 1997 · 9.7K citations
Architecture, Design, 3D Modeling +11
Students’ perceptions about the use of video games in the classroom
Jeroen Bourgonjon, Martín Valcke, Ronald Soetaert et al. · Computers & Education · 2009 · 508 citations