Nurulnadwan Aziz, Siti Zulaiha Ahmad, Sariya Binsaleh, Wan Wan Rahzihan Zulnasyreeq Wan A Rahman
{"title":"低视力儿童情感四维增强现实数学的启发式评价","authors":"Nurulnadwan Aziz, Siti Zulaiha Ahmad, Sariya Binsaleh, Wan Wan Rahzihan Zulnasyreeq Wan A Rahman","doi":"10.18178/ijiet.2023.13.2.1809","DOIUrl":null,"url":null,"abstract":"Low-vision children need engaging technology to explore learning materials regardless of visual impairment, which usually restricts their access to innovative learning tools. Understanding and learning fractions in Mathematics could be challenging for them as it requires conceptualization and visualization of the divisional concept. Having considered their ability to visualize the learning content, this study introduced a mobile 4-Dimensional Augmented Reality with the inclusion of affective attributes, which are feeling, thought, emotion, and action, known as Affective 4-Dimensional Augmented Reality Mathematics for Low Vision (ARM4LV). Before the apps are introduced to the targeted users, this study conducts a heuristic evaluation to extract comments and suggestions from the perspective of experts and validate the prototype. The heuristic evaluation is based on Nielsen and Molich’s 10 Heuristics with nine principles and engaged with six experts. They were involved in two phases of evaluation sessions. Results revealed that all experts strongly agreed that the prototype is usable and applicable to low vision needs with the overall mean score being 4.7. However, it still requires some improvement and enhancement in terms of user control expectations which will be further explored in the future.","PeriodicalId":36846,"journal":{"name":"International Journal of Information and Education Technology","volume":"1 1","pages":""},"PeriodicalIF":0.0000,"publicationDate":"2023-01-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":"0","resultStr":"{\"title\":\"Heuristic Evaluation on Affective 4-Dimensional Augmented Reality Mathematics for Children with Low Vision\",\"authors\":\"Nurulnadwan Aziz, Siti Zulaiha Ahmad, Sariya Binsaleh, Wan Wan Rahzihan Zulnasyreeq Wan A Rahman\",\"doi\":\"10.18178/ijiet.2023.13.2.1809\",\"DOIUrl\":null,\"url\":null,\"abstract\":\"Low-vision children need engaging technology to explore learning materials regardless of visual impairment, which usually restricts their access to innovative learning tools. Understanding and learning fractions in Mathematics could be challenging for them as it requires conceptualization and visualization of the divisional concept. Having considered their ability to visualize the learning content, this study introduced a mobile 4-Dimensional Augmented Reality with the inclusion of affective attributes, which are feeling, thought, emotion, and action, known as Affective 4-Dimensional Augmented Reality Mathematics for Low Vision (ARM4LV). Before the apps are introduced to the targeted users, this study conducts a heuristic evaluation to extract comments and suggestions from the perspective of experts and validate the prototype. The heuristic evaluation is based on Nielsen and Molich’s 10 Heuristics with nine principles and engaged with six experts. They were involved in two phases of evaluation sessions. Results revealed that all experts strongly agreed that the prototype is usable and applicable to low vision needs with the overall mean score being 4.7. However, it still requires some improvement and enhancement in terms of user control expectations which will be further explored in the future.\",\"PeriodicalId\":36846,\"journal\":{\"name\":\"International Journal of Information and Education Technology\",\"volume\":\"1 1\",\"pages\":\"\"},\"PeriodicalIF\":0.0000,\"publicationDate\":\"2023-01-01\",\"publicationTypes\":\"Journal Article\",\"fieldsOfStudy\":null,\"isOpenAccess\":false,\"openAccessPdf\":\"\",\"citationCount\":\"0\",\"resultStr\":null,\"platform\":\"Semanticscholar\",\"paperid\":null,\"PeriodicalName\":\"International Journal of Information and Education Technology\",\"FirstCategoryId\":\"1085\",\"ListUrlMain\":\"https://doi.org/10.18178/ijiet.2023.13.2.1809\",\"RegionNum\":0,\"RegionCategory\":null,\"ArticlePicture\":[],\"TitleCN\":null,\"AbstractTextCN\":null,\"PMCID\":null,\"EPubDate\":\"\",\"PubModel\":\"\",\"JCR\":\"Q2\",\"JCRName\":\"Social Sciences\",\"Score\":null,\"Total\":0}","platform":"Semanticscholar","paperid":null,"PeriodicalName":"International Journal of Information and Education Technology","FirstCategoryId":"1085","ListUrlMain":"https://doi.org/10.18178/ijiet.2023.13.2.1809","RegionNum":0,"RegionCategory":null,"ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":null,"EPubDate":"","PubModel":"","JCR":"Q2","JCRName":"Social Sciences","Score":null,"Total":0}
Heuristic Evaluation on Affective 4-Dimensional Augmented Reality Mathematics for Children with Low Vision
Low-vision children need engaging technology to explore learning materials regardless of visual impairment, which usually restricts their access to innovative learning tools. Understanding and learning fractions in Mathematics could be challenging for them as it requires conceptualization and visualization of the divisional concept. Having considered their ability to visualize the learning content, this study introduced a mobile 4-Dimensional Augmented Reality with the inclusion of affective attributes, which are feeling, thought, emotion, and action, known as Affective 4-Dimensional Augmented Reality Mathematics for Low Vision (ARM4LV). Before the apps are introduced to the targeted users, this study conducts a heuristic evaluation to extract comments and suggestions from the perspective of experts and validate the prototype. The heuristic evaluation is based on Nielsen and Molich’s 10 Heuristics with nine principles and engaged with six experts. They were involved in two phases of evaluation sessions. Results revealed that all experts strongly agreed that the prototype is usable and applicable to low vision needs with the overall mean score being 4.7. However, it still requires some improvement and enhancement in terms of user control expectations which will be further explored in the future.