Engaging children with cerebral palsy in interactive computer play-based motor therapies: theoretical perspectives

被引:16
|
作者
Biddiss, Elaine [1 ,2 ,3 ]
Chan-Viquez, Daniela [1 ,3 ]
Cheung, Stephanie T. [1 ,2 ]
King, Gillian [1 ,3 ,4 ]
机构
[1] Holland Bloorview Kids Rehabil Hosp, Bloorview Res Inst, 150 Kilgour Rd, Toronto, ON M4G 1R8, Canada
[2] Univ Toronto, Inst Biomat & BiomedEngn, Toronto, ON, Canada
[3] Univ Toronto, Rehabil Sci Inst, Toronto, ON, Canada
[4] Univ Toronto, Dept Occupat Sci & Occupat Therapy, Toronto, ON, Canada
基金
加拿大健康研究院; 加拿大自然科学与工程研究理事会;
关键词
Engagement; motivation; computer play; video game; pediatric; rehabilitation; therapy; cerebral palsy; RANDOMIZED CONTROLLED-TRIAL; EXPECTANCY-VALUE THEORY; VIRTUAL-REALITY; PEDIATRIC REHABILITATION; ENGAGEMENT; GAMES; ADOLESCENTS; MOTIVATION; MODEL; TELEREHABILITATION;
D O I
10.1080/09638288.2019.1613681
中图分类号
R49 [康复医学];
学科分类号
100215 ;
摘要
Purpose: To provide a theoretically grounded understanding of engagement in interactive computer play-based motor therapies by children with cerebral palsy in home settings. Methods: A motivational framework for engagement and its relationship with three contemporary theories (self-determination theory, expectancy-value theory, social cognitive theory of self-regulation) was overviewed. A scoping review was conducted to understand how engagement is influenced by features of the technology and intervention design that impact intrinsic and extrinsic motivation, child and parent values and expectancies, and the processes of self-regulation. Multiple reviewers screened and extracted data from 26 articles describing home-based clinical trials of interactive computer play-based motor interventions for children with cerebral palsy. A narrative synthesis framework was used for analysis. Results: Features of the technology and the intervention influence feelings of autonomy (e.g., personalization), competence (e.g., calibration), and relatedness (e.g., social play, virtual therapist/coach). There may be multiple and differently valued goals in interactive computer play-based interventions (e.g., game- and therapy-focused) that, if disconnected or unmet, negatively impact engagement. Multiplayer interactions, real-time feedback and progress tracking provide information that influences self-regulation and engagement over time. Conclusions: Optimizing engagement in interactive computer play-based motor interventions requires closer alignment with client-led values/goals; design of technologies and interventions that sustain intrinsic motivation; and feedback that informs/builds self-efficacy.
引用
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页码:133 / 147
页数:15
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