Enhancing Orientation and Mobility Skills in Learners who are Blind through Video gaming.

Jaime Sánchez, Matías Espinoza, Marcia de Borba Campos, Lotfi B Merabet
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引用次数: 14

Abstract

In this work we present the results of the cognitive impact evaluation regarding the use of Audiopolis, an audio and/or haptic-based videogame. The software has been designed, developed and evaluated for the purpose of developing orientation and mobility (O&M) skills in blind users. The videogame was evaluated through cognitive tasks performed by a sample of 12 learners. The results demonstrated that the use of Audiopolis had a positive impact on the development and use of O&M skills in school-aged blind learners.

通过视频游戏提高盲人学习者的定向和行动技能。
在这项工作中,我们展示了关于使用Audiopolis(一款基于音频和/或触觉的视频游戏)的认知影响评估结果。该软件的设计、开发和评估的目的是培养盲人用户的定向和移动(O&M)技能。这个视频游戏是通过12个学习者的认知任务来评估的。结果表明,使用Audiopolis对学龄盲人学习者的操作与维护技能的发展和使用有积极的影响。
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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