Nearly 4% of Italian students have a disability, requiring additional support and facing issues such as lack of adequate funding or specialized educators. In particular, adapting Physical Education (PE) to diverse needs is particularly challenging and requires individualized modifications for safe and inclusive participation. Technological solutions could offer customizable experiences to help engage students and support PE teachers in managing these challenges. To address this situation, this Master's thesis focuses on the co-design and development of a multiplayer serious game platform for improving accessibility in PE in schools. Collaborating closely with a team of child neuropsychiatrists, psychologists, psychomotor therapists, and educators, the platform was co-designed to meet a variety of accessibility requirements, through an iterative development. The integration of four input devices and various accessibility features ensures that each game within the platform is designed to accommodate the needs of students with disabilities. The platform features two minigames following a real-world obstacle course designed to spark interest in children about the activities. The first game has players helping Blaze, a dragon, pick the right breakfast ingredients, while the second involves guiding Blaze through obstacles to a destination, putting together cognitive and physical challenges in both cases. Tested by 23 primary school children, the games received positive feedback, evidenced by a top satisfaction score of 5 on 5-point Likert scale surveys, as well as an interquartile range of 0 in four out of six questions and of 1 in the other two questions. Performance data highlighted the effectiveness of body tracking devices (average accuracy of 0.92±0.14) and tablets (0.90±0.19) over hand tracking (0.76±0.29) in navigating the second game's obstacles. The positive feedback underlines the games' appeal to children and supports the notion of an inclusive environment for group play. These promising results open doors for further research, especially with children with disabilities.
Quasi il 4% degli studenti italiani presenta una disabilità, necessitando di un ulteriore supporto. In particolare, rendere inclusiva l'educazione fisica è un compito arduo e vengono quindi sfruttate le soluzioni tecnologiche per aumentare il coinvolgimento degli studenti e supportare gli insegnanti di educazione fisica nella gestione di queste difficoltà. Inserendosi in questo ambiente, questa tesi di laurea magistrale si concentra sulla co-progettazione e sviluppo di una piattaforma di un serious game multiplayer con l'obiettivo di migliorare l'accessibilità nell'educazione fisica nelle scuole. La collaborazione con un gruppo di neuropsichiatri infantili, psicologi, terapisti psicomotori ed educatori ha portato alla definizione di diversi requisiti per l'accessibilità, utilizzando un approccio iterativo. Tramite l'integrazione di facilitatori e quattro diversi dispositivi di input è possibile accomodare le esigenze degli studenti con disabilità. La piattaforma presenta due minigiochi, preceduti da un percorso fisico che i giocatori devono completare prima di iniziare. Il primo gioco consiste nell'aiutare Blaze, un drago, a scegliere i giusti ingredienti per fare colazione, mentre nel secondo i giocatori devono guidare Blaze a destinazione, superando gli ostacoli che incontra. Questi giochi sono stati testati da 23 bambini frequentanti la scuola primaria e hanno ricevuto feedback positivi, ottenendo un punteggio di soddisfazione massimo di 5 su 5 sulla scala Likert e un range interquartile di 0 in quattro su sei domande e 1 nelle altre due. L'efficienza nel superamento degli ostacoli raccolta nel secondo gioco mostra un risultato più alto per quanto riguarda i dispositivi di tracciamento del corpo (accuratezza media di 0,92±0,14) e dei tablet (0,90±0,19) rispetto ai dispositivi di tracciamento delle mani (0,76±0,29). Il responso positivo ottenuto evidenzia l'attrattività di questi giochi per bambini con diverse capacità, rafforzando l'importanza di creare uno spazio di gioco collaborativo e inclusivo. Questi risultati promettenti aprono le porte a ulteriori ricerche, specialmente con bambini con disabilità.
Co-design and development of an inclusive multiplayer serious game platform for physical education in primary school
PEREGO, MARINA;Piccoli, Luigi
2022/2023
Abstract
Nearly 4% of Italian students have a disability, requiring additional support and facing issues such as lack of adequate funding or specialized educators. In particular, adapting Physical Education (PE) to diverse needs is particularly challenging and requires individualized modifications for safe and inclusive participation. Technological solutions could offer customizable experiences to help engage students and support PE teachers in managing these challenges. To address this situation, this Master's thesis focuses on the co-design and development of a multiplayer serious game platform for improving accessibility in PE in schools. Collaborating closely with a team of child neuropsychiatrists, psychologists, psychomotor therapists, and educators, the platform was co-designed to meet a variety of accessibility requirements, through an iterative development. The integration of four input devices and various accessibility features ensures that each game within the platform is designed to accommodate the needs of students with disabilities. The platform features two minigames following a real-world obstacle course designed to spark interest in children about the activities. The first game has players helping Blaze, a dragon, pick the right breakfast ingredients, while the second involves guiding Blaze through obstacles to a destination, putting together cognitive and physical challenges in both cases. Tested by 23 primary school children, the games received positive feedback, evidenced by a top satisfaction score of 5 on 5-point Likert scale surveys, as well as an interquartile range of 0 in four out of six questions and of 1 in the other two questions. Performance data highlighted the effectiveness of body tracking devices (average accuracy of 0.92±0.14) and tablets (0.90±0.19) over hand tracking (0.76±0.29) in navigating the second game's obstacles. The positive feedback underlines the games' appeal to children and supports the notion of an inclusive environment for group play. These promising results open doors for further research, especially with children with disabilities.File | Dimensione | Formato | |
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2024_04_Perego_Piccoli_Tesi_01.pdf
Open Access dal 20/03/2025
Descrizione: Thesis - Co-Design and Development of an Inclusive Multiplayer Serious Game Platform for Physical Education in Primary School
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52.56 MB
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2024_04_Perego_Piccoli_Executive_Summary_02.pdf
Open Access dal 20/03/2025
Descrizione: Executive Summary - Co-Design and Development of an Inclusive Multiplayer Serious Game Platform for Physical Education in Primary School
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8.41 MB
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Adobe PDF
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8.41 MB | Adobe PDF | Visualizza/Apri |
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https://hdl.handle.net/10589/219308