The purpose of this study is to examine the users’ experience of the game Planera Mera and what parts of the game that increases or decreasestheir gaming experience for adolescents with mild intellectual disability. 15 adolescents in the age of 16 to 20 years with mild intellectual disability from special needs upper secondary schoolparticipated in a user study on the applicationPlanera Merafor thisstudy. The results show that the perceived gaming experience increases when the users clearly understand how to solve the tasks, when the tasks are correctly executed and when the tasks are easy to solve properly and decreases when it is hard to understand the task, when the tasks given are to complex or when the tasks are not solved correctly. This is supported by the result that there is a correlation between the number of participants who completed each task and the average grade each task got from the participants. This suggests that the user might benefit from help in the game in the form of hints of how close the user is to a correct answer and the gaming experience might increase. This is also supported by the principle that people with mild intellectual disability benefits in their learning by physical and verbal prompting to guide correct responses (Browder & Spooner, 2005).
Identifer | oai:union.ndltd.org:UPSALLA1/oai:DiVA.org:liu-156700 |
Date | January 2019 |
Creators | Larsson-Berge, Sofia |
Publisher | Linköpings universitet, Institutionen för datavetenskap |
Source Sets | DiVA Archive at Upsalla University |
Language | English |
Detected Language | English |
Type | Student thesis, info:eu-repo/semantics/bachelorThesis, text |
Format | application/pdf |
Rights | info:eu-repo/semantics/openAccess |
Page generated in 0.0017 seconds