Fuzzy logic model for the evaluation of cognitive training through videogames
Date
2018Author
Bolivar, Holman
Rios, Sonia
Garcia, Karol
Castillo, Sandra
Díaz, Cesar
Metadata
Show full item record
Imagenes y Videos
Abstract
The cerebral plasticity is the reason why neuropsychological habilitation
exists, a tool that allows to support the acquisition of skills and abilities
adjusted to the processes of maturational development. In this work we propose
a model for evaluating cognitive therapy using video games by integrating item
response theory and fuzzy logic. Each videogame seeks to enable one or several
executive functions from the solution of a problem situation. Each interaction is
measured and associated with a variable or indicator of an objective to determine
the degree to which the training has been developed. To validate the proposal,
we used a 2 2 2 factorial design, where the first variable or grouping was
“Planning”, the second was “Neuropsychological Intervention in Planning” and
the third “Evaluation Moment” (pre-test vs. post-test). In general, both in the
experimental group and in the control group, there was an increase in the means
of the scores in which an upward trend was expected, while in the decreasing
ones the scores decreased; in some variables such as: digits in progression, digits
in regression, number of trials and number of categories, the scores were
maintained.
Palabras clave
Fuzzy logic; Videogames; Cognitive training; Item response theoryLink to resource
https://doi.org/10.1007/978-3-319-98998-3_31Collections
Comments
Respuesta Comentario Repositorio Expeditio
Gracias por tomarse el tiempo para darnos su opinión.