Recommendations for designing games for players with dyscalculia

M. Cezarotto
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Abstract

Educational digital games are interactive digital systems that promote learning experiences for the learner through a multimedia environment. Researchers and professionals have been using educational digital games as an intervention for children with dyscalculia. The literature demonstrates a limitation in research as regards these users' experiences with games. This study offers a user-centered design framework to investigate specific game elements that can promote and sustain users' motivation with dyscalculia during their neuropsychological treatment. It can be seen as an instance of applied research, with a descriptive goal and a qualitative data analysis approach. The study has used three main methods to inform the design of games that are better able to reach learners with dyscalculia: field research with both neuropsychological rehabilitation and game developers, and qualitative observations and interviews with players who have dyscalculia while they play math games. In addition, it offers a set of game design recommendations focusing on the motivation of children with dyscalculia.
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为计算障碍玩家设计游戏的建议
教育数字游戏是通过多媒体环境促进学习者学习体验的交互式数字系统。研究人员和专业人士一直在使用教育数字游戏作为对计算障碍儿童的干预。文献表明,对这些用户的游戏体验的研究存在局限性。本研究提供了一个以用户为中心的设计框架,以研究在神经心理治疗过程中能够促进和维持用户计算障碍动机的特定游戏元素。它可以被视为一个应用研究的例子,具有描述性的目标和定性的数据分析方法。这项研究使用了三种主要方法来设计更能接触到计算障碍学习者的游戏:对神经心理康复和游戏开发人员的实地研究,以及对玩数学游戏时有计算障碍的玩家的定性观察和采访。此外,它还提供了一套游戏设计建议,重点关注计算障碍儿童的动机。
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审稿时长
24 weeks
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