Extended Reality Model for Accessibility in Learning for Deaf and Hearing Students (Programming Logic Case)

Q2 Social Sciences
M. Segura, Ramiro Osorio, Adriana Zavala
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引用次数: 0

Abstract

: A group of researchers and developers from Colombia and Mexico have recognised that the development of state-of-the-art Extended Reality software, a key technology for the Metaverse, has great potential to improve teaching-learning processes in educational institutions. However, the development process does not take into account accessibility, universal design and inclusion, especially for the deaf student community. An extended reality model is proposed for the creation of this type of software as a tool to support access to knowledge, based on information gathering, requirements analysis, user-centred design and video game programming, including the ludic and didactic. The aim is to minimise the barriers that limit the learning of programming logic by students with hearing disabilities through the use of new technologies, creating spaces in virtual worlds that are understandable, usable and practical in conditions of safety, comfort and as much autonomy as possible. To validate the model, a mixed reality software prototype was designed and programmed to train students in programming logic, both deaf and hearing. User and heuristic tests were carried out, showing how immersion can improve knowledge acquisition processes and develop skills in higher education students.
聋人与听力健全学生无障碍学习的扩展现实模型(编程逻辑案例)
来自哥伦比亚和墨西哥的一组研究人员和开发人员已经认识到,开发最先进的扩展现实软件(虚拟世界的关键技术)在改善教育机构的教与学过程方面具有巨大潜力。然而,发展过程并没有考虑到无障碍、通用设计和包容性,特别是对聋哑学生群体。建议采用一种扩展现实模型,根据信息收集、需求分析、以用户为中心的设计和视频游戏编程,包括娱乐和教学,创建这类软件,作为支持获取知识的工具。其目的是通过使用新技术,在虚拟世界中创造可理解、可用和实用的空间,在安全、舒适和尽可能多的自主权的条件下,最大限度地减少限制听力障碍学生学习编程逻辑的障碍。为了验证该模型,设计并编写了一个混合现实软件原型,以训练聋人和听力学生的编程逻辑。用户和启发式测试进行,显示如何沉浸可以提高知识获取过程和发展高等教育学生的技能。
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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来源期刊
CiteScore
4.70
自引率
0.00%
发文量
29
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