The Implementation of Tangible Interaction in Microcontroller-Based Interactive Animal Introduction Game “MARGA” for Intellectual Disability Children

Rio Korio Utoro, Putri Ilyassani, Benedicta Butarbutar, Fathari Zain Hardianto, M. Usda
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Abstract

According to the interview results with the headmaster of Autism Pelita Hafidzh Bandung Special School, children with intellectual disabilities have learning limitations, including difficulty remembering, quickly forgetting, being distracted, having little interest, and IQ below the average of normal children. Therefore, the innovation of the MARGA game, an acronym for Multimedia Embedded Rig for Guided Assistant, was created using tangible interaction to assist these children in learning about animals. Technical testing was conducted twice, namely testing the suitability of tags and the speed of tag reading time, resulting in an average speed of reading RFID tags of 2,653 seconds. In addition to conducting beta testing on two children with intellectual disabilities at Autism Pelita Hafidzh Bandung Special School. Research shows that children with intellectual disabilities who have tried playing MARGA reach the learning target set by Autism Pelita Hafidzh Bandung Special School more quickly.
基于单片机的智障儿童互动动物介绍游戏“MARGA”中有形交互的实现
根据对自闭症佩利塔·哈菲兹万隆特殊学校校长的采访结果,智障儿童有学习障碍,包括记忆困难、快速遗忘、注意力分散、兴趣不足、智商低于正常儿童的平均水平。因此,创新的MARGA游戏,即多媒体嵌入式设备的首字母缩略词,是通过有形的互动来帮助这些孩子了解动物。进行了两次技术测试,分别测试了标签的适用性和标签读取时间的速度,平均读取RFID标签的速度为2653秒。除了对自闭症Pelita Hafidzh万隆特殊学校的两名智障儿童进行beta测试之外。研究表明,尝试过MARGA的智障儿童能够更快地达到自闭症Pelita Hafidzh万隆特殊学校设定的学习目标。
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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