无障碍学习管理系统(LMS):基于无障碍指南、游戏化和设计思维策略的项目开发

Leonardo Enrico Schimmelpfeng, V. Ulbricht
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引用次数: 0

摘要

我们生活在一个通过虚拟媒体获取、保留和分享知识的过程不断扩展和普及的时代。面向数字学习的平台现在在中介知识过程中发挥着重要作用。他们中的许多人已经使用游戏化和游戏元素来提高用户粘性,刺激参与者的沉浸感和心流状态。但是,除了开发增强学习的动态平台之外,至关重要的是,这些平台对残疾人来说是可访问的,允许任何观众(包括视力和听力残疾的人)使用游戏化资源和参与者之间的互动。从这个前提出发,本研究提出了一个问题,即需要从LMS的可访问性工具的初始项目开始,按照万维网联盟(W3C)和全球学习联盟(GLC)等组织的建议进行思考,包括Web无障碍倡议-万维网联盟(WAI-W3C)、IMS GLC-可访问性指南(IMS GLC- acc)和Web无障碍倡议-可访问的富互联网应用程序(WAI-ARIA)。除了研究无障碍LMS的开发之外,本研究还介绍了在开发过程中使用游戏化策略和设计思维,并使用称为设计科学研究的方法来定义步骤,从而寻求促进团队的参与和沉浸,激发游戏化过程的实践经验。基于此,本文提出了基于游戏化和设计思维策略的无障碍LMS开发建议,并在移情、定义和构思阶段明确使用。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
Accessible Learning Management System (LMS) for Disabled People: Project Development Based on Accessibility Guidelines, Gamification, and Design Thinking Strategies
We live in a time of expansion and popularization of the processes of acquisition, retention, and sharing of knowledge in virtual media. Platforms geared towards digital learning now play a fundamental role in mediating knowledge processes. Many of them already use gamification with the use of game elements to increase engagement and stimulate the participants’ immersion and flow status. But in addition to the development of dynamic platforms that enhance learning, it is essential that they are accessible to disabled people, allowing gamification resources and interactions between participants to be used by any audience, including people with visual and hearing disabilities. From this premise, this research problematizes the need to think from the initial project on the accessibility tools of an LMS following the recommendations prepared by groups such as the World Wide Web Consortium (W3C) and Global Learning Consortium (GLC), including Web Accessibility Initiative - World Wide Web Consortium (WAI-W3C), IMS GLC - Accessibility Guidelines (IMS GLC-ACC) and Web Accessibility Initiative - Accessible Rich Internet Applications (WAI-ARIA). In addition to studies for the development of accessible LMS, this research also presents the use of gamification strategies and design thinking in the development process, also using the method called Design Science Research to define the steps, thus seeking to promote engagement and immersion of the team, stimulating practical experiences with the gamification process. For the result, the proposal for the development of accessible LMS based on gamification and design thinking strategies is presented, with explicit use in the phases of empathy, definition, and ideation.
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