體感式互動遊戲介入國中中重度智能障礙學生之運動成效

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2016

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 本研究旨在探討運用體感式互動遊戲促進國中中重度智能障礙學生之運動成效,研究採用單一受試之撤回設計,研究對象為三名國中之中重度智能障礙學生,評量內容主要為柔軟度測驗、靜態平衡能力測驗、動態平衡能力測驗,其結果以視覺分析與C統計進行資料處理,研究結果顯示: 一、體感式互動遊戲結合體育教學,對增進國中中重度智能障礙學生的「柔軟度」表現具有介入成效及倒返現象。 二、體感式互動遊戲結合體育教學,對增進國中重度智能障礙學生的「靜態平衡能力」表現具有介入成效及倒返現象。 三、體感式互動遊戲結合體育教學,對增進國中中重度智能障礙學生的「動態平衡能力」表現具有介入成效及倒返現象。
The purpose of this research is to investigate the effect enhancing on using somatosensory interactive video games for students with moderate to severe intellectual disabilities in junior high school which applied Withdrawal Design by the Single-subject Research Design .The participants in this study are three students with moderate to severe intellectual disabilities in junior high school.The performance of the participants were gathered by flexibility tests,static balance ability tests,dynamic balance ability tests. The data were analyzed with visual inspections and C statistics.The results of the study were as the following: 1.The students’performance of flexibility with somatosensory interactive video games has immediate and reversal phenomenon in the flexibility test. 2.The students’ performance of static balance with somatosensory interactive video games has immediate and reversal phenomenon in the static balance ability test. 3.The students’ performance of dynamic balance with somatosensory interactive video games has immediate and reversal phenomenon in the dynamic balance ability test.

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體感式互動遊戲, 柔軟度, 靜態平衡, 動態平衡, somatosensory interactive video games, flexibility, static balance ability, dynamic balance ability

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