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首页> 外文期刊>JMIR Mental Health >Efficacy of a Virtual Reality Biofeedback Game (DEEP) to Reduce Anxiety and Disruptive Classroom Behavior: Single-Case Study
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Efficacy of a Virtual Reality Biofeedback Game (DEEP) to Reduce Anxiety and Disruptive Classroom Behavior: Single-Case Study

机译:虚拟现实生物融产游戏(深)减少焦虑和破坏性课堂行为的功效:单案研究

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Background Many adolescents in special education are affected by anxiety in addition to their behavioral problems. Anxiety leads to substantial long-term problems and may underlie disruptive behaviors in the classroom as a result of the individual’s inability to tolerate anxiety-provoking situations. Thus, interventions in special needs schools that help adolescents cope with anxiety and, in turn, diminish disruptive classroom behaviors are needed. Objective This study aimed to evaluate the effect of a virtual reality biofeedback game, DEEP, on daily levels of state-anxiety and disruptive classroom behavior in a clinical sample. In addition, the study also aimed to examine the duration of the calm or relaxed state after playing DEEP. Methods A total of 8 adolescents attending a special secondary school for students with behavioral and psychiatric problems participated in a single-case experimental ABAB study. Over a 4-week period, participants completed 6 DEEP sessions. In addition, momentary assessments (ie, 3 times a day) of self-reported state-anxiety and teacher-reported classroom behavior were collected throughout all A and B phases. Results From analyzing the individual profiles, it was found that 6 participants showed reductions in anxiety, and 5 participants showed reductions in disruptive classroom behaviors after the introduction of DEEP. On a group level, results showed a small but significant reduction of anxiety ( d =–0.29) and a small, nonsignificant reduction of disruptive classroom behavior ( d =?0.16) on days when participants played DEEP. Moreover, it was found that the calm or relaxed state of participants after playing DEEP lasted for about 2 hours on average. Conclusions This study demonstrates the potential of the game, DEEP, as an intervention for anxiety and disruptive classroom behavior in a special school setting. Future research is needed to fully optimize and personalize DEEP as an intervention for the heterogeneous special school population.
机译:除了行为问题外,许多特殊教育中的许多青少年都受到焦虑的影响。由于个人无法容忍焦虑挑衅性情况,焦虑导致课堂上的严重行为导致课堂上的破坏性行为。因此,需要有助于青少年应对焦虑的学校的干预措施,而且反过来,需要减少破坏性课堂行为。目的本研究旨在评估虚拟现实生物反馈游戏,深刻,临床样本中的状态焦虑和破坏性课堂行为的效果。此外,该研究还旨在在深处进行平静或放松状态的持续时间。方法为具有行为和精神病问题的学生出席特殊中学的8名青少年共参加了一个单案的实验ABAB研究。在4周的时间内,参与者完成了6个深刻的会议。此外,在所有A和B阶段都收集了自我报告的状态焦虑和教师报告的课堂行为的瞬间评估(即,每天3次)。结果分析了个别型材,发现6名参与者表现出焦虑的减少,5名参与者在引入深处后表现出破坏性课堂行为的减少。在群体水平上,结果表明焦虑(D = -0.29)的少量但显着减少了破坏性课堂行为(D =?0.16)的小,无论是在参与者深处的日子。此外,有人发现,在播放深度持续约2小时后,参与者的平静或放松状态平均。结论这项研究表明,游戏的潜力深,作为特殊学校环境中焦虑和破坏性课堂行为的干预。需要将来的研究完全优化和个性化深入作为异构特殊学校人口的干预。

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