数字游戏在孤独症谱系障碍儿童康复治疗中的干预效果
Intervention Effects of Digital Games on the Rehabilitation Therapy for Children with Autism Spectrum Disorder
DOI: 10.12677/ap.2026.161001, PDF,    科研立项经费支持
作者: 覃华湛:南京特殊教育师范学院康复科学学院,江苏 南京;李月月:南京市栖霞区特殊教育学校,江苏 南京;杜嘉鸿*:南京特殊教育师范学院特殊教育学院,江苏 南京
关键词: 孤独症数字游戏康复训练Autism Spectrum Disorder Digital Game Rehabilitation Training
摘要: 本研究探索数字游戏在孤独症谱系障碍(Autism Spectrum Disorder, ASD)儿童康复治疗中的干预效果。选取某特殊教育学校7~13岁的ASD儿童20名,随机分为研究组和对照组,接受为期10周的特定数字游戏干预。采用以孤独症疗效评估量表(ATEC)为主、孤独症儿童行为量表(ABC)辅助的方式来评估干预效果。结果显示,两组儿童ATEC量表总分干预后均下降,且研究组在总分、社交水平和感知/认知水平的评分低于对照组。这表明数字游戏干预ASD儿童康复治疗有一定效果。
Abstract: This study explores the intervention effect of digital games in the rehabilitation treatment of children with Autism Spectrum Disorder (ASD). Twenty children aged 7~13 years from a special education school were selected and randomly divided into a research group and a control group. They received a 10-week specific digital game intervention. The Autism Treatment Evaluation Checklist (ATEC) was mainly used, and the Autism Behavior Checklist (ABC) was used as an auxiliary to evaluate the intervention effect. The results showed that the total scores of the ATEC scale of the children in both groups decreased after the intervention, and the scores of the research group in the total score, social level, and perception/cognitive level were lower than those of the control group. This indicates that digital game intervention has a certain effect on improving the symptoms of ASD children.
文章引用:覃华湛, 李月月, 杜嘉鸿 (2026). 数字游戏在孤独症谱系障碍儿童康复治疗中的干预效果. 心理学进展, 16(1), 1-7. https://doi.org/10.12677/ap.2026.161001

参考文献

[1] 方慧, 任艳玲, 李春燕, 等(2019). 孤独症治疗评定量表中文版的信度和效度检验. 四川精神卫生, 32(6), 518-522.
[2] 杨晓玲, 黄悦勤, 贾美香, 等(1993). 孤独症行为量表试测报告. 中国心理卫生杂志, 7(6), 279-280.
[3] 张华宇, 张红叶(2024). 利用数字化云平台对孤独症学生开展认知干预的个案研究. 现代特殊教育, (21), 73-75.
[4] Baucenna, S., Narzisi, A., Tilmont, E., Muratori, F., Pioggia, G., Cohen, D. et al. (2014). Interactive Technologies for Autistic Children: A Review. Cognitive Computation, 6, 722-740.[CrossRef
[5] Constantin, A., Johnson, H., Smith, E., Lengyel, D., & Brosnan, M. (2017). Designing Computer-Based Rewards with and for Children with Autism Spectrum Disorder And/or Intellectual Disability. Computers in Human Behavior, 75, 404-414.[CrossRef
[6] Grossard, C., Grynspan, O., Serret, S., Jouen, A., Bailly, K., & Cohen, D. (2017). Serious Games to Teach Social Interactions and Emotions to Individuals with Autism Spectrum Disorders (ASD). Computers & Education, 113, 195-211.[CrossRef
[7] Kellidou, P. M., Kotzageorgiou, M., Voulgari, I., & Nteropoulou Nterou, E. (2020). A Review of Digital Games for Children with Autism Spectrum Disorder. In Proceedings of the 9th International Conference on Software Development and Technologies for Enhancing Accessibility and Fighting Info-Exclusion (pp. 227-234). ACM.[CrossRef
[8] Kurnaz, E. (2025). Effectiveness of Video Self-Modeling in Teaching Unplugged Coding Skills to Children with Autism Spectrum Disorders. Behavioral Sciences, 15, Article 272.[CrossRef] [PubMed]
[9] Lefer, G., Rouches, A., Bourdon, P., & Lopez Cazaux, S. (2019). Training Children with Autism Spectrum Disorder to Undergo Oral Assessment Using a Digital Ipad® Application. European Archives of Paediatric Dentistry, 20, 113-121.[CrossRef] [PubMed]
[10] Lorusso, D., Melchiorre, L., & Toto, G. A. (2025). The Use of Educational Robotics in Autism. In G. A. Toto (Eds.), Communications in Computer and Information Science (pp. 373-386). Springer Nature Switzerland.[CrossRef
[11] Matson, J. L., & Kozlowski, A. M. (2011). The Increasing Prevalence of Autism Spectrum Disorders. Research in Autism Spectrum Disorders, 5, 418-425.[CrossRef
[12] NICE (2013). Autism Spectrum Disorder in under 19s: Recognition, Referral and Diagnosis. Clinical Guideline [CG128].
[13] Park, J. H., Abirached, B., & Zhang, Y. (2012). A Framework for Designing Assistive Technologies for Teaching Children with ASDS Emotions. In CHI 12 Extended Abstracts on Human Factors in Computing Systems (pp. 2423-2428). ACM.[CrossRef
[14] Przybylski, A. K., Rigby, C. S., & Ryan, R. M. (2010). A Motivational Model of Video Game Engagement. Review of General Psychology, 14, 154-166.[CrossRef
[15] Rashidi, A., Oliver, L., Moxon-Emre, I., Hawco, C., Dickie, E. W., Pan, R. et al. (2025). 488. Comparative Analysis of Social Cognitive and Neurocognitive Performance across Autism and Schizophrenia Spectrum Disorders. Biological Psychiatry, 97, S298-S299.[CrossRef
[16] Ryan, R. M., Rigby, C. S., & Przybylski, A. (2006). The Motivational Pull of Video Games: A Self-Determination Theory Approach. Motivation and Emotion, 30, 344-360.[CrossRef
[17] Schuller, B. W., Dunwell, I., Weninger, F., & Paletta, L. (2013). Serious Gaming for Behavior Change: The State of Play. IEEE Pervasive Computing, 12, 48-55.[CrossRef
[18] Whyte, E. M., Smyth, J. M., & Scherf, K. S. (2015). Designing Serious Game Interventions for Individuals with Autism. Journal of Autism and Developmental Disorders, 45, 3820-3831.[CrossRef] [PubMed]