Ibrahim El Shemy , Letizia Jaccheri , Michail Giannakos , Mila Vulchanova
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引用次数: 0
摘要
使用参与式设计(PD)来指导游戏和学习技术的设计似乎适合边缘化群体,包括自闭症儿童。然而,自闭症表型的特殊性会对自闭症儿童参与参与式设计活动造成障碍,尤其是当他们的语言能力有限时。让家长参与实践项目有助于解决与儿童沟通能力有关的难题。我们让 4 名自闭症儿童和 9 名家长参与了增强现实(AR)游戏的设计。我们利用亲和图和主题分析法对定性数据进行了归纳分析。我们介绍了家长们对 AR 技术使用的见解,以及如何在家中使用 AR 技术来加强单词学习活动。我们报告了(1)基于重复学习、分类学习和联想学习的五种游戏;(2)关于学习策略的新见解和知识;以及(3)支持自闭症儿童学习新单词的工具。最后,我们讨论了让自闭症儿童的家长参与学习促进活动的意义,并提出了设计方面的建议。
Participatory design of augmented reality games for word learning in autistic children: the parental perspective
The use of participatory design (PD) to inform the design of games and learning technology seems to be appropriate for marginalized groups of people, including children with autism. However, specific traits of the autism phenotype can create a barrier in facilitating participation of autistic children during PD activities, especially when their verbal abilities are limited. Involving parents in PD projects can help address challenges related to the communication abilities of the children. We have facilitated the design augmented reality (AR) games by including four autistic children and 9 parents. We analyzed qualitative data using an inductive approach using affinity diagrams and thematic analysis. We present insights from the parents on the use of AR technology and how it can be incorporated at home to enhance word learning activities. We report on (1) a set of five games based on learning by repetition, learning by classification and learning by association; (2) novel insights and knowledge about learning strategies and (3) tools to support autistic children in learning new words. We conclude our study by discussing the relevance of involving parents of autistic children in PD activities, offering design implications.
期刊介绍:
Entertainment Computing publishes original, peer-reviewed research articles and serves as a forum for stimulating and disseminating innovative research ideas, emerging technologies, empirical investigations, state-of-the-art methods and tools in all aspects of digital entertainment, new media, entertainment computing, gaming, robotics, toys and applications among researchers, engineers, social scientists, artists and practitioners. Theoretical, technical, empirical, survey articles and case studies are all appropriate to the journal.