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Design and implementation of a Serious Game on neurorehabilitation: Data on modifications of functionalities along implementation releases

机译:关于神经康复的严肃游戏的设计和实现:有关在实现版本中对功能进行修改的数据

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摘要

The measurement of users’ perception of functionalities in the use of Serious Games (SGs) along technology implementation phases may lead to effective changes for developing successful user-centered learning tools in the medical field. In the present data article, data about usability functionalities along two cycles of validation of a SG on neurorehabilitation with final users are described. The key principles of usability model used to collect and analyze data and the evaluation tool are presented. The modifications of the SG to improve usability across implementation phases are detailed. The validation of the SG is described in “Engaged in learning neurorehabilitation: development and validation of a serious game with user-centered design” (Savazzi et al., in press) [1]. The data provided in this article will assist researchers working for developing learning technology to optimize their tools in relation to users’ needs and expectations.
机译:在技​​术实施阶段对用户使用“严肃游戏”(SG)的功能的感知程度进行衡量,可能会导致有效的变化,从而在医学领域开发成功的以用户为中心的学习工具。在本数据文章中,描述了有关与最终用户进行神经康复治疗的SG验证两个周期有关的可用性功能的数据。介绍了用于收集和分析数据的可用性模型的关键原理以及评估工具。详细介绍了SG的修改,以提高整个实施阶段的可用性。 SG的验证在“致力于学习神经康复:以用户为中心的设计开发和验证严肃的游戏”中描述(Savazzi等,付印中)[1]。本文提供的数据将帮助研究人员开发学习技术,以根据用户的需求和期望优化其工具。

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