Evaluation of the Gamification Effectiveness of an
Application for Reducing Dizziness Disability in Children
Volume 6 - Issue 3
Maria da Gloria Canto de Sousa1*, Giselle dos Santos de Almeida2 and Lynn Alves3
- 1Adjunct Professor, Department of Life Sciences, University of the State of Bahia (UNEB), Brazil
- 2Department of Life Sciences, Undergraduate Course in Speech Therapy, University of the State of Bahia (UNEB), Brazil
- 3Department of Arts and Science, Federal university of Bahia, Bachelor of Science and Technology, Milton Santos Institute of Humanities Brazil
Received: April 01, 2021; Published: April 14, 2021
Corresponding author: Maria da Gloria Canto de Sousa, Adjunct Professor, Department of Life Sciences, University of the State of Bahia (UNEB), Brazil
DOI: 10.32474/SJO.2021.06.000236
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Abstract
Objective: To verify the effectiveness of the use of gamified elements in the Dizziness Kids application, based on the
analysis of the results obtained by the patients’ performance, interactivity, and productivity..
Methodology: This is a descriptive, exploratory study with a quantitative approach, consisting of a convenience
sample of twelve male and female children up to 12 years old with the symptom of dizziness. The sample was divided
into 2 groups: Study Group, composed of 6 children who were submitted to the stimuli of the Dizziness App Kids and
Control Group, composed of 6 children who interacted with the Dizziness App version.
Results: Therapy through the Dizziness Kids App made it possible to reduce the score on the DHI-CA / SF
questionnaire, improve the symptoms and quality of life of the children studied.
Conclusion: The inclusion of gamification elements in the mobile application Dizziness App Kids showed the
motivation of the participants in the intervention, signaling positive results.
Keywords: Dizziness; kids; exercise therapy; applications
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