Designing shaking g-sensor in mobile devices for students with special needs

Research output: Chapter in Book/Report/Conference proceedingConference contribution

1 Citation (Scopus)

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.

Original languageEnglish
Title of host publicationProceedings of the 11th European Conference on Games Based Learning, ECGBL 2017
EditorsMaja Pivec, Josef Grundler
PublisherAcademic Conferences and Publishing International Limited
Pages278-284
Number of pages7
ISBN (Electronic)9781911218562
Publication statusPublished - 2017
Event11th European Conference on Games Based Learning, ECGBL 2017 - Graz, Austria
Duration: 2017 Oct 52017 Oct 6

Publication series

NameProceedings of the 11th European Conference on Games Based Learning, ECGBL 2017

Other

Other11th European Conference on Games Based Learning, ECGBL 2017
Country/TerritoryAustria
CityGraz
Period2017/10/052017/10/06

Keywords

  • Autism
  • Cerebral palsy
  • Game-based learning
  • Intellectual disability
  • Special needs

ASJC Scopus subject areas

  • Software
  • Computer Graphics and Computer-Aided Design
  • Computer Networks and Communications
  • Artificial Intelligence
  • Human-Computer Interaction
  • Control and Systems Engineering
  • Education

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