"Adaptive Video Gaming in the Classroom" by Lauren Ferrell, Daniela Mari Recinto et al.

Graduation Year

2021

Document Type

Capstone Project

Project Type

Project

Degree Name

Master of Science in Occupational Therapy

Program

Occupational Therapy

Program Chair

Julia Wilbarger, PhD, OTR/L

Faculty Advisor

Laura Greiss Hess, PhD, OTR/L

Abstract

Background: Limited resources exist to support adaptive gaming in school programming using Microsoft® Xbox Adaptive Controller for children. On the other hand, there is abundant evidence supporting motor, cognitive, and social benefits to gaming in rehabilitation.

Objectives: The goal of this program development project was to create a virtual gaming toolkit to support the interdisciplinary team’s use of adaptive gaming during school programming.

Methods: Through our needs assessment and collaboration with our community partner, we discussed the parent and caregiver need for guidance in order to use the Microsoft® Xbox Adaptive Controller and facilitate gameplay with peers. Through an extensive review of the literature and in-depth activity analysis of the gaming console and games, we developed a resource website containing: informative game sheets, visual overlays, links to relevant California Common Core State Standards, and instructional videos.

Results: An in-depth survey was developed as part of the website. Ten surveyors analyzed the gaming toolkit had positive attitudes towards the content and the relation to the school criteria.

Conclusion: Literature identifies video games as a way to improve a child's motor, cognitive, and social skills. However, no research demonstrates the Microsoft® Xbox Adaptive Controller’s role in-school programming. We designed a virtual gaming toolkit to promote the use of the controller so it can be used by the interprofessional team.

Comments

Please visit our project-related website: Adaptive Gaming

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