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Measurement of Group Average for the Evaluation of Attention Improvement for a Tangible Game

체감형 게임에서 주의력 측정 변인에 대한 집단 평균 측정

  • Received : 2013.10.14
  • Accepted : 2013.11.20
  • Published : 2013.11.28

Abstract

It has been reported that more than 10 percent of Korean elementary students are classified into ADHD (Attention Deficit / Hyperactivity Disorder). Major treatment of ADHD is medication. However, medication brings various kinds of side effects. Therefore, we need a way to improve attention leve, and lead children to voluntarily participate in it. With this purpose, we tried to develop a 3D tangible game to improve the children's attention level. To measure the level of attention enhancement, firstly we measured both the group average and the standard deviation of the measurement variables from the raw data gathered during the game play time. The measured value can be effectively used to measure the level of attention improvement of the children who might need treatment.

한국 초등학생의 10% 이상이 ADHD(Attention Deficit/Hyperactivity Disorder) 증상군으로 분류된다는 보고가 있다. ADHD와 같이 주의력이 심각하게 부족한 아동들은 주로 약물 치료에 의존하고 있다. 하지만, 약물치료는 여러가지 부작용이 따른다. 그러므로 아동들의 자발적인 참여를 유도하고 주의력을 향상시킬 수 있는 방법이 필요하다. 본 연구에서는 아동들이 좋아하는 게임을 이용하여 아동 친화적인 주의력 향상 모델을 따라 3D 체감형-기능성 게임을 개발하였다. 개발한 게임이 아동의 주의력을 향상시키는데 어떠한 효과가 있는지 확인하기 위해서는 주의력 측정 변인에 대해 연령별 변인 평균 및 표준편차를 알아야 한다. 실험을 통해 측정된 집단별 변인 평균은 향후 주의력 향상 효과성 실험 연구에 이용될 수 있다.

Keywords

References

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  1. A study of kinetic narrative educational contents based on English literature: A convergent approach vol.14, pp.4, 2016, https://doi.org/10.14400/JDC.2016.14.4.43