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Developing inclusive e-learning and e-entertainment to effectively accommodate learning difficulties

Published: 19 March 2007 Publication History

Abstract

The real-life training of people with learning difficulties is a highly challenging and demanding process that can be effectively improved with the deployment of special-purpose software instruments. This paper discusses the development and evaluation of two inclusive training applications and two games for people with learning difficulties. Namely, the four developed systems are: (a) a cashier training applications; (b) a sewing training applications; (c) an accessible pong game; and (d) an accessible action game. The main objective of the work was to investigate the hypothesis that computer games, as pleasant, motivating and highly engaging interactive experiences, can have a significant role on improving the training of people with learning difficulties, such as attention deficit disorder or Asperger syndrome. The obtained results are very positive and encouraging, and have led to the identification of new research directions, blending training and playing, via novel training techniques and purpose-specific game genres.

Cited By

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  • (2018)Evaluation of Multimedia Applications aimed to support the participation of Youth with Intellectual DisabilityProceedings of the Sixth International Conference on Technological Ecosystems for Enhancing Multiculturality10.1145/3284179.3284218(215-220)Online publication date: 24-Oct-2018
  • (2017)Assistive technology interventions for adolescents and adults with learning disabilitiesComputers & Education10.1016/j.compedu.2017.06.005114:C(139-163)Online publication date: 1-Nov-2017
  • (2015)Recommender systems in e-learning environmentsArtificial Intelligence Review10.1007/s10462-015-9440-z44:4(571-604)Online publication date: 1-Dec-2015
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Reviews

Jennifer M. Nolan

The hypothesis set forth in this paper is that electronic applications such as computer games can significantly improve the learning of individuals with learning difficulties. The paper focuses on the development and evaluation of four training applications. These applications are oriented toward accommodating those with learning difficulties, such as attention deficit and hyperactivity disorder (ADHD), dyslexia, and Asperger’s syndrome (AS). The paper provides a description of e-learning and e-entertainment, along with a comprehensive definition for the term learning disability. The paper is careful to point out: “People with learning disabilities are not defined as people with decreased mental capacity, as they are usually of average or above average intelligence.” Furthermore, the authors point out that learning disabilities are not generally obvious in day-to-day life. Several learning disabilities are described. Two application types are discussed and examined: educational and entertainment applications. These applications are designed for the real-life training of people with disabilities. They are designed to help learn how to conduct specific jobs, or to increase a specific skill. Two of the applications are cashier and sew-trainer. The applications and testing upon specific participants are described. Tests and results are detailed. Tables provide participant evaluations. Overall, the researchers found that learning significantly improved when using the applications. The paper concludes with a description of possible future studies. Final remarks indicate that the research presented in this paper could have implications for more severely disabled people, as well as those of average cognitive abilities. In this sense, this study may have far-reaching implications in the fields of educational technology and training. Online Computing Reviews Service

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Published In

cover image Universal Access in the Information Society
Universal Access in the Information Society  Volume 5, Issue 4
March 2007
94 pages
ISSN:1615-5289
EISSN:1615-5297
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Springer-Verlag

Berlin, Heidelberg

Publication History

Published: 19 March 2007

Author Tags

  1. Entertainment
  2. Game development
  3. Learning difficulties
  4. Universal access
  5. e-Learning

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Cited By

View all
  • (2018)Evaluation of Multimedia Applications aimed to support the participation of Youth with Intellectual DisabilityProceedings of the Sixth International Conference on Technological Ecosystems for Enhancing Multiculturality10.1145/3284179.3284218(215-220)Online publication date: 24-Oct-2018
  • (2017)Assistive technology interventions for adolescents and adults with learning disabilitiesComputers & Education10.1016/j.compedu.2017.06.005114:C(139-163)Online publication date: 1-Nov-2017
  • (2015)Recommender systems in e-learning environmentsArtificial Intelligence Review10.1007/s10462-015-9440-z44:4(571-604)Online publication date: 1-Dec-2015
  • (2013)Designing user interfaces for "ordinary users in extraordinary circumstances"Universal Access in the Information Society10.1007/s10209-012-0276-x12:2(205-216)Online publication date: 1-Jun-2013
  • (2009)Edutainment in e-learning interfacesProceedings of the 11th WSEAS international conference on Mathematical methods and computational techniques in electrical engineering10.5555/1949006.1949047(226-230)Online publication date: 28-Sep-2009

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