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Effect of gamification on task engagement during an eye-tracking test battery in 5-year-old children born preterm : observational study
ID
De Gobbis, Andrea
(
Avtor
),
ID
Malavolta, Marta
(
Avtor
),
ID
De Beukelaer, Nathalie
(
Avtor
),
ID
Ortibus, Els
(
Avtor
),
ID
Sadikov, Aleksander
(
Avtor
),
ID
Groznik, Vida
(
Avtor
)
PDF - Predstavitvena datoteka,
prenos
(698,45 KB)
MD5: 1C2085B2F1CF54C507416426A6E9158D
URL - Izvorni URL, za dostop obiščite
https://games.jmir.org/2025/1/e77109
Galerija slik
Izvleček
Background: Recent studies suggest that eye movements during tasks reflect cognitive processes and that analysis of eye movements using eye-tracking devices can identify developmental impairments in young children. Maintaining engagement during eye-tracking assessments in young children is challenging and often results in data loss due to distractions. This leads to incomplete recordings and repeated measurements, which can be taxing for young children. Gamification of eye-tracking procedures for cognitive diagnosis might increase engagement and help mitigate these problems, but its effects should be studied and quantified. Objective: This study compares a standard eye-tracking test battery designed by us with a gamified cartoon version to evaluate the effectiveness of gamification in reducing data loss. The gamified test incorporated child-friendly visuals to provide context for the stimuli presented. The study has two objectives: (1) to compare the data quality between the two versions of the test and (2) to investigate whether, by applying a dynamic stopping criterion to both tests, the higher data quality of the gamified procedure allows earlier test termination. Methods: Data were collected in a cohort of 25 children born preterm aged 5 years. We measured data quality using a metric derived from robustness, which we defined as the lost data index (LDI), along with task completion rates and feedback from participants. Data analyses were performed as follows: (1) direct comparison of the LDI for the two tests and (2) demonstrating that, although the base gamified test is longer, applying a stopping criterion results in comparable durations. The stopping criterion was based on the number of tasks with an LDI value below a predefined threshold. Results: The gamified version demonstrated a significant reduction in average LDI compared with the standard version in the first (P<.001, Mann-Whitney U test) and second (P=.01, U test) quarters of the test. In addition, a lower rate of missing values, concentrated at the beginning of the tests, allowed the cartoon test to be stopped after fewer tasks. This, together with the longer tasks of the cartoon test, resulted in comparable test lengths for all thresholds measured by area under the curve (P=.50, U test) and at the chosen threshold of 0.2 LDI (P=.21, U test). Increased engagement was further supported by positive feedback, with 79% (11/14) of the participants who provided feedback preferring the gamified version. Conclusions: These findings highlight the potential of serious games in eye-tracking–based cognitive assessments for 5-year-old children born preterm. Specifically, gamification might reduce missing values and increase participant engagement, leading to higher retention rates and more effective tests, without significantly lengthening testing procedures.
Jezik:
Angleški jezik
Ključne besede:
preterm children
,
preterm birth
,
child
,
gamification
,
playful interaction
,
eye-tracking
,
eye movement data analysis
,
monitoring of eye movements
,
visual attention
,
cognitive assessment
,
data accuracy
,
neurological development of children
Vrsta gradiva:
Članek v reviji
Tipologija:
1.01 - Izvirni znanstveni članek
Organizacija:
FRI - Fakulteta za računalništvo in informatiko
Status publikacije:
Objavljeno
Različica publikacije:
Objavljena publikacija
Leto izida:
2025
Št. strani:
17 str.
Številčenje:
Vol. 13, Art. 77109
PID:
20.500.12556/RUL-175490
UDK:
004.8:616-053.2
ISSN pri članku:
2291-9279
DOI:
10.2196/77109
COBISS.SI-ID:
255142915
Datum objave v RUL:
29.10.2025
Število ogledov:
154
Število prenosov:
38
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Objavi na:
Gradivo je del revije
Naslov:
JMIR serious games : Elektronski vir
Založnik:
JMIR Publications
ISSN:
2291-9279
COBISS.SI-ID:
523475993
Licence
Licenca:
CC BY 4.0, Creative Commons Priznanje avtorstva 4.0 Mednarodna
Povezava:
http://creativecommons.org/licenses/by/4.0/deed.sl
Opis:
To je standardna licenca Creative Commons, ki daje uporabnikom največ možnosti za nadaljnjo uporabo dela, pri čemer morajo navesti avtorja.
Sekundarni jezik
Jezik:
Slovenski jezik
Ključne besede:
prezgodaj rojeni otroci
,
prezgodnje rojstvo
,
otrok
,
igrifikacija
,
poigritev
,
sledenje očem
,
analiza podatkov o gibanju oči
,
spremljanje gibanja oči
,
vizualna pozornost
,
kognitivna ocena
,
točnost podatkov
,
nevrološki razvoj otrok
Projekti
Financer:
ARIS - Javna agencija za znanstvenoraziskovalno in inovacijsko dejavnost Republike Slovenije
Številka projekta:
P2-0209
Naslov:
Umetna inteligenca in inteligentni sistemi
Financer:
EC - European Commission
Program financ.:
H2020
Številka projekta:
956394
Naslov:
PremAtuRe nEwborn motor and cogNitive impairmenTs: Early diagnosis
Akronim:
PARENT
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