Game Development Reference
In-Depth Information
Table 2. Variable fine motor skill
Identify left
Minimum 53
Average 60
Maximum 83
Identify right
Minimum 53
Average 75
Maximum 90
Table 3. Spatial location
Identify up
Minimum 77
Average 87
Maximum 95
Identify down
Minimum 80
Average 83
Maximum 88
Complete figures
Minimum 70
Average 90
Maximum 100
drawing, several did color diagonal lines instead
of horizontal and others followed the marked line
with little accuracy. In the PC game they did the
activities equivalent to those performed physi-
cally, with the integrated graphics activity module,
some painted the entire space, or went out of the
indicated area having to start again. 30% of the
children were able to draw some letters of his/
her name, a 45% got to follow the line indicated
in the images.
This factor is a dimensionless quantitative
measurement scale represented in percent, is the
hit ratio divided by the number of attempts.
The minimum value refers to the smallest
amount obtained by one child (lower limit of the
frequency distribution curve), maximum refers to
the greater quantity obtained by one child (upper
limit of the distribution curve) and the mean refers
to the frequency, which is the value obtained by
most children.
There are fluctuations in the results of each
child, for example a child has an average of 65
in left laterality and 90 in right, the one-sixth of
children show this discrepancy. In the domain of
their laterality, right prevails and better results
were obtained.
In this factor, the indicator complete figures
uses a qualitative scale, the assigned values depend
on the observer. Indicators identified up and down
have a quantitative scale as the laterality factor.
We can realize that children find it easier to
identify up than down.
Since the game contains elements attractive to
identify up and down, the mouse pointer takes the
shape of a plane that is moved to a place deter-
mined by a voice command, it takes the object and
placing it in its place, lesser values are obtained
compared with completing figures, it consists in
drag the mouse pointer by a determined figure, it
Obtained Results
Game Usage on Public
Education Institutions
During a school year the game has been used by
various institutions, like the Center for Rehabili-
tation and Special Education (CREE), Multiple
Attention Service Centers; Benito Juárez, Saltillo,
Carlos Espinoza. A population of 65 children with
various disabilities who presenting motor prob-
lems, in the range of ages between and 12 years,
in sessions of 30 minutes twice a week.
A summary of data collected from the use of
RACEM according to the methodological con-
sistency table (Table 2).
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