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Research on the Relationship of Narrative Emotions and Reading Attitudes in Playing Fairy Tale Game of ADHD Children

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This research examines the effect of the narrative emotion on children's reading attitudes through the experiment which four children with ADHD have read a fairy tale story game, five times for five weeks. The narrative contents applied to this research are based on the well-known fairy tale story, “The Fisherman and the Genie” from The Book of the Thousand Nights and a Night. The behavior treatment game system was designed to get users to play by reading the story, behaving appropriately, and keeping concentration on top of Unity 3D game engine. It uses two types of sensor devices including brainwaves and motion sensors, NewroSky’s MindWave biosensor BCI (Brain Computer Interface) and Micorsoft’s Kinect, respectively. This research kept track of players’ attention in parallel with the scripts containing many emotional points from the fairy tale story. For further analysis, the monitored attention was compared with the interview results in terms of the changes on reading attitude. According to the analysis result, a child whose attention increased higher than 75% at the emotional text scripts showed positive changes on his reading attitude compared with other players who did not have meaningful increase in their attention at the text.

Abstract

This research examines the effect of the narrative emotion on children's reading attitudes through the experiment which four children with ADHD have read a fairy tale story game, five times for five weeks. The narrative contents applied to this research are based on the well-known fairy tale story, “The Fisherman and the Genie” from The Book of the Thousand Nights and a Night. The behavior treatment game system was designed to get users to play by reading the story, behaving appropriately, and keeping concentration on top of Unity 3D game engine. It uses two types of sensor devices including brainwaves and motion sensors, NewroSky’s MindWave biosensor BCI (Brain Computer Interface) and Micorsoft’s Kinect, respectively. This research kept track of players’ attention in parallel with the scripts containing many emotional points from the fairy tale story. For further analysis, the monitored attention was compared with the interview results in terms of the changes on reading attitude. According to the analysis result, a child whose attention increased higher than 75% at the emotional text scripts showed positive changes on his reading attitude compared with other players who did not have meaningful increase in their attention at the text.

참고문헌 (19)

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