Educational game for aid in literacy process: Comparative study between kinect and mouse use as interaction and motivation way

Valéria Farinazzo Martins, Andrea Niedermeyer, Marcelo de Paiva Guimarães
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Abstract

One of the main difficulties of the literacy process is the question of the spelling of the Portuguese language, which has no regularity in relation to issue of letter-sound conversion. The advancement of technology in the educational environment has become the most dynamic and engaging lessons for students and teachers. The use of natural interfaces makes it the simplest and easiest applications to interact. This paper presents the development of an educational game covering the issue of misspellings of children in the literacy process and the use of the interface by gestures, such as motivation and attraction to the educational environment. The application developed was tested with children of the second year of elementary education at a private school in São Paulo and usability rating is described in this paper. The main contribution of this work to the educational environment is the experience of children with new ways to interact with the computer and the motivation for using the application in everyday school life.
辅助读写过程的教育游戏:kinect与鼠标交互与激励方式的比较研究
识字过程的主要困难之一是葡萄牙语的拼写问题,它在字母-声音转换问题上没有规律。技术在教育环境中的进步已经成为学生和教师最具活力和吸引力的课程。自然接口的使用使其成为最简单和最容易交互的应用程序。本文介绍了一款教育游戏的开发,该游戏涵盖了儿童在识字过程中拼写错误的问题,以及通过手势使用界面,例如对教育环境的动机和吸引力。所开发的应用程序在圣保罗私立学校小学二年级的学生中进行了测试,并描述了可用性评价。这项工作对教育环境的主要贡献是让孩子们体验到与计算机互动的新方式,并激励他们在日常学校生活中使用该应用程序。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
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