Abstract
Objective: To verify the effectiveness of the use of gamified elements in the Dizziness Kids application, based on the analysis of the results obtained by the patients’ performance, interactivity, and productivity..
Methodology: This is a descriptive, exploratory study with a quantitative approach, consisting of a convenience sample of twelve male and female children up to 12 years old with the symptom of dizziness. The sample was divided into 2 groups: Study Group, composed of 6 children who were submitted to the stimuli of the Dizziness App Kids and Control Group, composed of 6 children who interacted with the Dizziness App version.
Results: Therapy through the Dizziness Kids App made it possible to reduce the score on the DHI-CA / SF questionnaire, improve the symptoms and quality of life of the children studied.
Conclusion: The inclusion of gamification elements in the mobile application Dizziness App Kids showed the motivation of the participants in the intervention, signaling positive results.
Keywords: Dizziness; kids; exercise therapy; applications
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https://lupinepublishers.com/otolaryngology-journal/fulltext/evaluation-of-the-gamification-effectiveness-of-an-application-for-reducing-dizziness-disability-in-children.ID.000236.php
https://scholar.google.com/citations?view_op=view_citation&hl=en&user=dMOUw-wAAAAJ&cstart=20&pagesize=80&citation_for_view=dMOUw-wAAAAJ:S2WlVNSe3u4C
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