Please use this identifier to cite or link to this item: http://repositoriosenaiba.fieb.org.br/handle/fieb/334
Title: The digital memory game: an assistive technology resource evaluated by children with cerebral palsy
Other Titles: Psicologia: Reflexão e Crítica
Authors: Cunha, Sueli Neide Silva da
Travassos Júnior, Xisto Lucas
Guizzo, Renato
Pereira-Guizzo, Camila de Sousa
Keywords: Cerebral palsy - Digital game;Digital gaming - Memory;Cerebral palsy;Assistive technology
Issue Date: 2016
Citation: CUNHA, Sueli Neide S. da et al. The digital memory game: an assistive technology resource evaluated by children with cerebral palsy. Psicologia: Reflexão e Crítica, s. l., v.29, n.5, p. 1 - 8, 2016.
Abstract: The activities of daily living are routine self-maintenance tasks. Children with cerebral palsy can have difficulties, which can vary according to their level of motor impairment, in the performance of functional activities such as feeding and dressing themselves. The use of digital memory gaming can be a play activity and a technological resource that stimulates cognitive skills and contributes to the development of persons with disabilities. The objective of this article is to analyze the usability and effectiveness of a digital memory game for activities of daily living with children with cerebral palsy. Two children with cerebral palsy, one aged 5 and the other aged 7, participated in the investigation. The results obtained in the usability analysis are satisfactory because there were no major problems with the interface and the time available for the game and the rules presented were observed. The results also reveal the effectiveness of digital memory gaming for the recognition of objects and the activities of daily life. The importance of digital memory gaming for children with cerebral palsy is discussed
Description: p.1-8
URI: http://repositoriosenaiba.fieb.org.br/handle/fieb/334
Appears in Collections:Artigos Publicados em Periódicos (PPG GETEC)

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