AT Journal Quiz Bundle: Emerging Tech & Robotics
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- Non-member - $60
- Member - $50
AT Journal Quiz Bundle: Emerging Tech & Robotics
Special Offer: $60 for two journal quizzes - $50 for RESNA Members!
(Regular Price: $45 per journal quiz, $32 per journal quiz for members)
Enhance your knowledge and earn IACET CEUs with two AT journal quizzes focused on emerging tech & robotics. Perfect for rehabilitation and assistive technology professionals seeking practical, evidence-based insights!
Included Journal Quizzes:
- Quiz 34.2: The design and evaluation of electromyography and inertial biofeedback in hand motor therapy gaming
- Quiz 34.6- An integrative review of the potential of wireless assistive technologies and internet of things (IoT) to improve accessibility to education for students with disabilities (0.2 CEU)
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Contains 4 Component(s), Includes Credits
The design and evaluation of electromyography and inertial biofeedback in hand motor therapy gaming
This article details the design of a co-created, evidence-based biofeedback therapy game addressing the research question: is the biofeedback implementation efficient, effective, and engaging for promoting quality movement during a therapy game focused on hand gestures? First, we engaged nine young people with Cerebral Palsy (CP) as design partners to co-create the biofeedback implementation. A commercially available, tap-controlled game was converted into a gesture-controlled game with added biofeedback. The game is controlled by forearm electromyography and inertial sensors. Changes required to integrate biofeedback are described in detail and highlight the importance of closely linking movement quality to short- and long-term game rewards. After development, 19 participants (8–17 years old) with CP played the game at home for 4 weeks. Participants played 17 ± 9 min/day, 4 ± 1 day/week. The biofeedback implementation proved efficient (i.e. participants reduced compensatory arm movements by 10.2 ± 4.0%), effective (i.e. participants made higher quality gestures over time), and engaging (i.e. participants consistently chose to review biofeedback). Participants found the game usable and enjoyable. Biofeedback design in therapy games should consider principles of motor learning, best practices in video game design, and user perspectives. Design recommendations for integrating biofeedback into therapy games are compiled in an infographic to support interdisciplinary knowledge sharing.
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Contains 4 Component(s), Includes Credits
This is a journal quiz for the article 'An integrative review of the potential of wireless assistive technologies and internet of things (IoT) to improve accessibility to education for students with disabilities', that appeared in Assistive Technology Journal Volume 34, Issue 6.
Abstract:
This research paper seeks to examine the challenges and opportunities for wireless technologies and the Internet of Things (IoT) to improve access to education for students with disabilities (SwDs). As technology integration into educational content and learning environments occurs, it becomes paramount for scholars to consider how the needs of students with disabilities are incorporated into these learning spaces. This paper synthesizes existing literature via an integrative review that explores barriers to accessing technology-mediated learning and the classroom. It also assesses the potential for technology-mediated learning to progress forward over the last five years. Finally, this article provides targeted recommendations for actualizing wireless technologies’ potential on improving students with disabilities’
educational outcomes.Completion of all required components earns .2 IACET CEUs.