{"title":"增强现实支持的游戏化环境提高ASD学生的交际能力:设计和验证","authors":"Nerea López-Bouzas, M. E. del Moral Pérez","doi":"10.46661/ijeri.6820","DOIUrl":null,"url":null,"abstract":"The objective of this study was to design and validate an Augmented Gamified Environment (AGE) for improving communicative skills in students with ASD. The study used a mixed methodology: a) qualitative, focused on a single case to describe the AGE design process. The environment uses a pirate adventure story which includes gamified activities supported by augmented reality. It promotes immersive learning through activities that encourage social, linguistic, and cognitive skills linked to symbolic play; and b) quantitative, based on the Delphi method in which experts (N=12) evaluated the environment using 14 indicators in four dimensions: adaptability to the pace of learning, suitability of the base and code for presenting the content, didactic potential for developing competence, and the suitability of the gamification process for students with ASD. The expert assessment helped to improve the adaptability, flexibility, and functionality of the AGE, which incorporated versatile and augmented reality activities and applications to provide the student with playful linguistic and socio-emotional development in an immersive environment.","PeriodicalId":43122,"journal":{"name":"IJERI-International Journal of Educational Research and Innovation","volume":"3 1","pages":""},"PeriodicalIF":1.7000,"publicationDate":"2023-05-12","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":"1","resultStr":"{\"title\":\"gamified environment supported by augmented reality for improving communicative competencies in students with ASD: design and validation\",\"authors\":\"Nerea López-Bouzas, M. E. del Moral Pérez\",\"doi\":\"10.46661/ijeri.6820\",\"DOIUrl\":null,\"url\":null,\"abstract\":\"The objective of this study was to design and validate an Augmented Gamified Environment (AGE) for improving communicative skills in students with ASD. The study used a mixed methodology: a) qualitative, focused on a single case to describe the AGE design process. The environment uses a pirate adventure story which includes gamified activities supported by augmented reality. It promotes immersive learning through activities that encourage social, linguistic, and cognitive skills linked to symbolic play; and b) quantitative, based on the Delphi method in which experts (N=12) evaluated the environment using 14 indicators in four dimensions: adaptability to the pace of learning, suitability of the base and code for presenting the content, didactic potential for developing competence, and the suitability of the gamification process for students with ASD. The expert assessment helped to improve the adaptability, flexibility, and functionality of the AGE, which incorporated versatile and augmented reality activities and applications to provide the student with playful linguistic and socio-emotional development in an immersive environment.\",\"PeriodicalId\":43122,\"journal\":{\"name\":\"IJERI-International Journal of Educational Research and Innovation\",\"volume\":\"3 1\",\"pages\":\"\"},\"PeriodicalIF\":1.7000,\"publicationDate\":\"2023-05-12\",\"publicationTypes\":\"Journal Article\",\"fieldsOfStudy\":null,\"isOpenAccess\":false,\"openAccessPdf\":\"\",\"citationCount\":\"1\",\"resultStr\":null,\"platform\":\"Semanticscholar\",\"paperid\":null,\"PeriodicalName\":\"IJERI-International Journal of Educational Research and Innovation\",\"FirstCategoryId\":\"1085\",\"ListUrlMain\":\"https://doi.org/10.46661/ijeri.6820\",\"RegionNum\":0,\"RegionCategory\":null,\"ArticlePicture\":[],\"TitleCN\":null,\"AbstractTextCN\":null,\"PMCID\":null,\"EPubDate\":\"\",\"PubModel\":\"\",\"JCR\":\"Q2\",\"JCRName\":\"EDUCATION & EDUCATIONAL RESEARCH\",\"Score\":null,\"Total\":0}","platform":"Semanticscholar","paperid":null,"PeriodicalName":"IJERI-International Journal of Educational Research and Innovation","FirstCategoryId":"1085","ListUrlMain":"https://doi.org/10.46661/ijeri.6820","RegionNum":0,"RegionCategory":null,"ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":null,"EPubDate":"","PubModel":"","JCR":"Q2","JCRName":"EDUCATION & EDUCATIONAL RESEARCH","Score":null,"Total":0}
gamified environment supported by augmented reality for improving communicative competencies in students with ASD: design and validation
The objective of this study was to design and validate an Augmented Gamified Environment (AGE) for improving communicative skills in students with ASD. The study used a mixed methodology: a) qualitative, focused on a single case to describe the AGE design process. The environment uses a pirate adventure story which includes gamified activities supported by augmented reality. It promotes immersive learning through activities that encourage social, linguistic, and cognitive skills linked to symbolic play; and b) quantitative, based on the Delphi method in which experts (N=12) evaluated the environment using 14 indicators in four dimensions: adaptability to the pace of learning, suitability of the base and code for presenting the content, didactic potential for developing competence, and the suitability of the gamification process for students with ASD. The expert assessment helped to improve the adaptability, flexibility, and functionality of the AGE, which incorporated versatile and augmented reality activities and applications to provide the student with playful linguistic and socio-emotional development in an immersive environment.