@inproceedings{8a848aa004614e47855e2e819b006bfe,
title = "Designing shaking g-sensor in mobile devices for students with special needs",
abstract = "Students with intellectual and/or physical disabilities frequently experience impaired logic, cognitive impairment, attention deficit disorder, poor problem solving skills, and poor social behaviors, which can result in learning frustration and decreased motivation to study. Taking these students into account, this research designed a digital mobile device application, named Fun Ocean, for a group of children between ages 6 and 12 with different levels of disability. Participants identify a list of marine animals using figure recognition techniques. Fun Ocean allows participants to interact with the iPad via finger touch and shaking the G sensor device to transfer marine animals from one iPad to another, which motivates them to learn about the defensive and offensive functions of marine animals. Participants' game behavior change on each trial was collected throughout the experiment via observation with a checklist. It was found that Fun Ocean improved the cognitive skills of the students with special needs, and enhanced their learning interest and attentiveness. Finally, complex forms of human-computer interaction in this game can aid physical coordination.",
keywords = "Autism, Cerebral palsy, Game-based learning, Intellectual disability, Special needs",
author = "Hwang, {Ming Yueh} and Hong, {Jon Chao} and Chuang, {Chia Yin} and Kiu, {Ming Chi}",
year = "2017",
month = jan,
day = "1",
language = "English",
series = "Proceedings of the 11th European Conference on Games Based Learning, ECGBL 2017",
publisher = "Academic Conferences and Publishing International Limited",
pages = "278--284",
editor = "Maja Pivec and Josef Grundler",
booktitle = "Proceedings of the 11th European Conference on Games Based Learning, ECGBL 2017",
note = "11th European Conference on Games Based Learning, ECGBL 2017 ; Conference date: 05-10-2017 Through 06-10-2017",
}