Fuzzy logic model for the evaluation of cognitive training through videogames
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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.
Enlace al recursohttps://doi.org/10.1007/978-3-319-98998-3_31
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