{"id":{"repo_id":"dominican","oai_identifier":"oai:scholar.dominican.edu:occupational-therapy-capstone-projects-1027"},"canonical_url":"https://search.dev.ndltd.org/etd/dominican/oai:scholar.dominican.edu:occupational-therapy-capstone-projects-1027","repository":{"repo_id":"dominican","name":"Dominican University of California","base_url":"https://scholar.dominican.edu/do/oai/"},"display":{"title":"Adaptive Video Gaming in the Classroom","abstract":"<p><strong>Background: </strong>Limited resources exist to support adaptive gaming in school programming using Microsoft® Xbox Adaptive Controller for children. On the other hand, there is abundant evidence supporting motor, cognitive, and social benefits to gaming in rehabilitation.</p> <p><strong>Objectives: </strong>The goal of this program development project was to create a <em>virtual gaming toolkit</em> to support the interdisciplinary team’s use of adaptive gaming during school programming.</p> <p><strong>Methods: </strong>Through our needs assessment and collaboration with our community partner, we discussed the parent and caregiver need for guidance in order to use the Microsoft® Xbox Adaptive Controller and facilitate gameplay with peers. Through an extensive review of the literature and in-depth activity analysis of the gaming console and games, we developed a resource website containing: informative game sheets, visual overlays, links to relevant California Common Core State Standards, and instructional videos.</p> <p><strong>Results:</strong> An in-depth survey was developed as part of the website. Ten surveyors analyzed the gaming toolkit had positive attitudes towards the content and the relation to the school criteria.</p> <p><strong>Conclusion: </strong>Literature identifies video games as a way to improve a child's motor, cognitive, and social skills. However, no research demonstrates the Microsoft® Xbox Adaptive Controller’s role in-school programming. We designed a <em>virtual gaming toolkit</em> to promote the use of the controller so it can be used by the interprofessional team.</p>","abstract_html":"&lt;p&gt;&lt;strong&gt;Background: &lt;/strong&gt;Limited resources exist to support adaptive gaming in school programming using Microsoft® Xbox Adaptive Controller for children. On the other hand, there is abundant evidence supporting motor, cognitive, and social benefits to gaming in rehabilitation.&lt;/p&gt; &lt;p&gt;&lt;strong&gt;Objectives: &lt;/strong&gt;The goal of this program development project was to create a &lt;em&gt;virtual gaming toolkit&lt;/em&gt; to support the interdisciplinary team’s use of adaptive gaming during school programming.&lt;/p&gt; &lt;p&gt;&lt;strong&gt;Methods: &lt;/strong&gt;Through our needs assessment and collaboration with our community partner, we discussed the parent and caregiver need for guidance in order to use the Microsoft® Xbox Adaptive Controller and facilitate gameplay with peers. Through an extensive review of the literature and in-depth activity analysis of the gaming console and games, we developed a resource website containing: informative game sheets, visual overlays, links to relevant California Common Core State Standards, and instructional videos.&lt;/p&gt; &lt;p&gt;&lt;strong&gt;Results:&lt;/strong&gt; An in-depth survey was developed as part of the website. Ten surveyors analyzed the gaming toolkit had positive attitudes towards the content and the relation to the school criteria.&lt;/p&gt; &lt;p&gt;&lt;strong&gt;Conclusion: &lt;/strong&gt;Literature identifies video games as a way to improve a child&#x27;s motor, cognitive, and social skills. However, no research demonstrates the Microsoft® Xbox Adaptive Controller’s role in-school programming. We designed a &lt;em&gt;virtual gaming toolkit&lt;/em&gt; to promote the use of the controller so it can be used by the interprofessional team.&lt;/p&gt;","abstract_has_math":false,"creators":["Ferrell, Lauren","Recinto, Daniela Mari","Finck-Fugazi, Desarae","Manalang, Christine Angela","von Kaenel, Noémie"],"institution":null,"degree_name":"Master of Science in Occupational Therapy","degree_level":"Capstone Project","degree_discipline":"Occupational Therapy","degree_department":null,"school":null,"contributors":["Laura Greiss Hess, PhD, OTR/L"],"advisors":[],"committee_chairs":[],"committee_members":[],"year":2021,"date_issued":"2021-05-01T07:00:00Z","date_published":"2021-05-01T07:00:00Z","updated_at":"2026-07-24T02:04:51Z","subjects":["adaptive gaming","video game","Microsoft Xbox Adaptive Controller","classroom","occupational therapy","assistive technology","Accessibility","Developmental Psychology","Other Teacher Education and Professional Development","School Psychology"],"languages":[],"rights":[],"rights_urls":[],"identifier_entries":[]},"links":{"outbound_url":"https://scholar.dominican.edu/occupational-therapy-capstone-projects/25","outbound_label":"Repository record","outbound_source":"dc:identifier"},"metadata_groups":[{"id":"people","label":"People","entries":[{"key":"dc:contributor","label":"Contributor","values":["Laura Greiss Hess, PhD, OTR/L"]},{"key":"dc:creator","label":"Author","values":["Ferrell, Lauren","Recinto, Daniela Mari","Finck-Fugazi, Desarae","Manalang, Christine Angela","von Kaenel, Noémie"]}]},{"id":"academic_context","label":"Academic Context","entries":[{"key":"dc:date.available","label":"Dc Date Available","values":["2023-12-01T08:00:00Z"]},{"key":"thesis:degree_discipline","label":"Discipline","values":["Occupational Therapy"]},{"key":"thesis:degree_level","label":"Degree Level","values":["Capstone Project"]},{"key":"thesis:degree_name","label":"Degree Name","values":["Master of Science in Occupational Therapy"]}]},{"id":"subjects_keywords","label":"Subjects and Keywords","entries":[{"key":"dc:subject","label":"Dc Subject","values":["adaptive gaming","video game","Microsoft Xbox Adaptive Controller","classroom","occupational therapy","assistive technology","Accessibility","Developmental Psychology","Other Teacher Education and Professional Development","School Psychology"]}]},{"id":"identifiers","label":"Identifiers","entries":[{"key":"dc:identifier","label":"Identifier","values":["https://scholar.dominican.edu/occupational-therapy-capstone-projects/25"]}]},{"id":"additional","label":"Additional Metadata","entries":[{"key":"dc:description.abstract","label":"Abstract","values":["<p><strong>Background: </strong>Limited resources exist to support adaptive gaming in school programming using Microsoft® Xbox Adaptive Controller for children. On the other hand, there is abundant evidence supporting motor, cognitive, and social benefits to gaming in rehabilitation.</p> <p><strong>Objectives: </strong>The goal of this program development project was to create a <em>virtual gaming toolkit</em> to support the interdisciplinary team’s use of adaptive gaming during school programming.</p> <p><strong>Methods: </strong>Through our needs assessment and collaboration with our community partner, we discussed the parent and caregiver need for guidance in order to use the Microsoft® Xbox Adaptive Controller and facilitate gameplay with peers. Through an extensive review of the literature and in-depth activity analysis of the gaming console and games, we developed a resource website containing: informative game sheets, visual overlays, links to relevant California Common Core State Standards, and instructional videos.</p> <p><strong>Results:</strong> An in-depth survey was developed as part of the website. Ten surveyors analyzed the gaming toolkit had positive attitudes towards the content and the relation to the school criteria.</p> <p><strong>Conclusion: </strong>Literature identifies video games as a way to improve a child's motor, cognitive, and social skills. However, no research demonstrates the Microsoft® Xbox Adaptive Controller’s role in-school programming. We designed a <em>virtual gaming toolkit</em> to promote the use of the controller so it can be used by the interprofessional team.</p>"]},{"key":"dc:title","label":"Title","values":["Adaptive Video Gaming in the Classroom"]}]}],"canonical_facts":{"dc:contributor":["Laura Greiss Hess, PhD, OTR/L"],"dc:creator":["Ferrell, Lauren","Recinto, Daniela Mari","Finck-Fugazi, Desarae","Manalang, Christine Angela","von Kaenel, Noémie"],"dc:date.available":["2023-12-01T08:00:00Z"],"dc:description.abstract":["<p><strong>Background: </strong>Limited resources exist to support adaptive gaming in school programming using Microsoft® Xbox Adaptive Controller for children. On the other hand, there is abundant evidence supporting motor, cognitive, and social benefits to gaming in rehabilitation.</p> <p><strong>Objectives: </strong>The goal of this program development project was to create a <em>virtual gaming toolkit</em> to support the interdisciplinary team’s use of adaptive gaming during school programming.</p> <p><strong>Methods: </strong>Through our needs assessment and collaboration with our community partner, we discussed the parent and caregiver need for guidance in order to use the Microsoft® Xbox Adaptive Controller and facilitate gameplay with peers. Through an extensive review of the literature and in-depth activity analysis of the gaming console and games, we developed a resource website containing: informative game sheets, visual overlays, links to relevant California Common Core State Standards, and instructional videos.</p> <p><strong>Results:</strong> An in-depth survey was developed as part of the website. Ten surveyors analyzed the gaming toolkit had positive attitudes towards the content and the relation to the school criteria.</p> <p><strong>Conclusion: </strong>Literature identifies video games as a way to improve a child's motor, cognitive, and social skills. However, no research demonstrates the Microsoft® Xbox Adaptive Controller’s role in-school programming. We designed a <em>virtual gaming toolkit</em> to promote the use of the controller so it can be used by the interprofessional team.</p>"],"dc:identifier":["https://scholar.dominican.edu/occupational-therapy-capstone-projects/25"],"dc:subject":["adaptive gaming","video game","Microsoft Xbox Adaptive Controller","classroom","occupational therapy","assistive technology","Accessibility","Developmental Psychology","Other Teacher Education and Professional Development","School Psychology"],"dc:title":["Adaptive Video Gaming in the Classroom"],"thesis:degree_discipline":["Occupational Therapy"],"thesis:degree_level":["Capstone Project"],"thesis:degree_name":["Master of Science in Occupational Therapy"]},"updated_at":"2026-07-24T02:04:51Z"}