TY - GEN
T1 - Designing shaking g-sensor in mobile devices for students with special needs
AU - Hwang, Ming Yueh
AU - Hong, Jon Chao
AU - Chuang, Chia Yin
AU - Kiu, Ming Chi
N1 - Funding Information:
This research was partially supported by the “Aim for the Top University Project” of National Taiwan Normal University (NTNU), sponsored by the Ministry of Education, Taiwan and the “International Research-Intensive Center of Excellence Program” of NTNU and Ministry of Science and Technology, Taiwan (MOST 103-2911-I-003-301 and MOST 101-2511-S-003-056-MY3 and MOST 104-2911-I-003-301).
PY - 2017
Y1 - 2017
N2 - 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.
AB - 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.
KW - Autism
KW - Cerebral palsy
KW - Game-based learning
KW - Intellectual disability
KW - Special needs
UR - http://www.scopus.com/inward/record.url?scp=85036477850&partnerID=8YFLogxK
UR - http://www.scopus.com/inward/citedby.url?scp=85036477850&partnerID=8YFLogxK
M3 - Conference contribution
AN - SCOPUS:85036477850
T3 - Proceedings of the 11th European Conference on Games Based Learning, ECGBL 2017
SP - 278
EP - 284
BT - Proceedings of the 11th European Conference on Games Based Learning, ECGBL 2017
A2 - Pivec, Maja
A2 - Grundler, Josef
PB - Academic Conferences and Publishing International Limited
T2 - 11th European Conference on Games Based Learning, ECGBL 2017
Y2 - 5 October 2017 through 6 October 2017
ER -