Pub Date : 2020-10-01DOI: 10.1109/CONTIE51334.2020.00039
Italia Estrada-Cota, Mónica A. Carreño-León, J. Andrés Sandoval-Bringas, Amado Alejandro Leyva-Carrillo
The benefits that ICT brings to education are becoming more evident every day. For teaching of Mexican sign language, it is one of a great benefit to have tools that support the teaching-learning processes. This paper presents a tool to teach children with or without hearing disabilities the Mexican Sign Language in order to communicate in a successfully way to get along and play nicely through the language. To guarantee the quality of the tool, it relied on Software Engineering, specifically on the agile Extreme Programming methodology. The main result is the tool named "Manos que hablan"; with it, through games, it is sought to achieve meaningful learning in the Mexican Sign Language in children with or without hearing disabilities of preschool age; at the same time, a better integration and inclusion is sought inside and outside the classroom with people with hearing disabilities. The tests carried out on children get positive results, achieving the validation of the tool. This tool is accessible through an electronic device connected to the Internet, which the child with or without hearing disabilities could play to learn the Mexican Sign Language.
信息通信技术给教育带来的好处日益明显。对于墨西哥手语教学来说,拥有支持教与学过程的工具是一个很大的好处。本文介绍了一种针对听力障碍儿童进行墨西哥手语教学的工具,目的是让孩子们能够顺利地进行交流,相处和玩耍。为了保证工具的质量,它依赖于软件工程,特别是敏捷极限编程方法。主要成果是名为“Manos que hablan”的工具;通过游戏,力求使学龄前有或没有听力障碍的儿童在墨西哥手语中获得有意义的学习;同时,在课堂内外寻求与听障人士更好的融合和包容。对儿童进行的测试获得了积极的结果,实现了该工具的验证。这个工具可以通过连接到互联网的电子设备使用,有听力障碍或没有听力障碍的儿童都可以玩这个工具来学习墨西哥手语。
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Pub Date : 2020-10-01DOI: 10.1109/CONTIE51334.2020.00035
T. Á. Robles, Bryan Anthony Muñoz Rodríguez, Brandon Julián Borrego Irazoqui, F. J. Rodríguez, J. A. S. Bringas
The main objective of this work is to analyze and carry out the design of a serious game to support children with obesity in Mexico.For this, tests were applied based on user experience (UX) evaluation methods which served to analyze the way in which users interpret the menus, as well as some interactions with the system to be developed. In a particular case, tests were performed using the method of "Card Sorting" and "Thinking aloud". The tests were carried out with 10 participants, which were divided into two groups: 5 children between 5 and 7 years old and 5 adults between 33 and 42 years old, of both genders regardless of their knowledge with technology and mobile devices.The instruments used consisted of evaluating the tasks performed by the users, as well as the observation and video recording in some cases. Based on the results, some drawbacks were identified, and at the same time, good results were achieved based on the observations made by the users, which allows us to guarantee that some of the UX factors are met, such as utility, usability and accessibility.
{"title":"Analysis and Design of a serious game to support children with obesity in Mexico: Proposal of the serious game, Run Boy Go!","authors":"T. Á. Robles, Bryan Anthony Muñoz Rodríguez, Brandon Julián Borrego Irazoqui, F. J. Rodríguez, J. A. S. Bringas","doi":"10.1109/CONTIE51334.2020.00035","DOIUrl":"https://doi.org/10.1109/CONTIE51334.2020.00035","url":null,"abstract":"The main objective of this work is to analyze and carry out the design of a serious game to support children with obesity in Mexico.For this, tests were applied based on user experience (UX) evaluation methods which served to analyze the way in which users interpret the menus, as well as some interactions with the system to be developed. In a particular case, tests were performed using the method of \"Card Sorting\" and \"Thinking aloud\". The tests were carried out with 10 participants, which were divided into two groups: 5 children between 5 and 7 years old and 5 adults between 33 and 42 years old, of both genders regardless of their knowledge with technology and mobile devices.The instruments used consisted of evaluating the tasks performed by the users, as well as the observation and video recording in some cases. Based on the results, some drawbacks were identified, and at the same time, good results were achieved based on the observations made by the users, which allows us to guarantee that some of the UX factors are met, such as utility, usability and accessibility.","PeriodicalId":244692,"journal":{"name":"2020 3rd International Conference of Inclusive Technology and Education (CONTIE)","volume":"2009 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2020-10-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"125629504","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}