Learning games for the cognitively impaired people

Maria Claudia Buzzi, M. Buzzi, Erico Perrone, Beatrice Rapisarda, C. Senette
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引用次数: 13

Abstract

Learning environments have been profoundly reshaped by pervasive technology. New educational methodologies take full advantage of ICT in a mobile customized user-friendly environment, to support learning and stimulate individuals' potential. Unfortunately, technology-enhanced learning tools are not often designed with accessibility in mind, although they can greatly benefit the personal empowerment and inclusion of special-needs people. To address this gap, a Web platform has been created for delivering accessible games to people with Down syndrome. Since personalization, orderliness and positive reinforcement are crucial to learning in these subjects, the platform offers a personalized safe environment for learning, conforming to behavioral analysis principles. Learning analytics are incorporated in the platform for easy monitoring of student progress via Web interfaces. The participatory design driving the development of the learning platform allowed the customization of the games' discriminative stimuli, difficulty levels and reinforcement, as well as the creation of a game "engine" to easily set up new personalized exercises. These customization features make the game platform usable by a larger audience, including individuals with learning difficulties and autism.
认知障碍人士的学习游戏
无处不在的技术已经深刻地重塑了学习环境。新的教育方法在移动定制的用户友好环境中充分利用信息通信技术,支持学习并激发个人潜力。不幸的是,技术增强的学习工具在设计时往往没有考虑到可访问性,尽管它们可以极大地有利于个人赋权和特殊需求人群的包容。为了解决这一问题,我们创建了一个网络平台,为唐氏综合症患者提供无障碍的游戏。由于个性化、有序性和正强化对这些学科的学习至关重要,该平台提供了一个个性化的安全学习环境,符合行为分析原则。学习分析被整合到平台中,通过Web界面方便地监控学生的学习进度。参与式设计推动了学习平台的发展,可以定制游戏的判别刺激、难度级别和强化,并创建游戏“引擎”,轻松设置新的个性化练习。这些自定义功能使游戏平台能够被更多的用户使用,包括有学习困难和自闭症的人。
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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