8 research outputs found

    Multimodality in the Digital Environments of Deaf Education (DE2)

    Get PDF
    This paper contextualizes multimodality theory in digital-epistemological paradigms and analyzes their combined effects upon operations of power in deaf pedagogical practices. Deafness is unbound by geography. Deaf people constitute a heterogeneous, globalized ethnic minority who are singularly linked. Often thought to be rendered powerless by disability, deaf people generate forms of power that disrupt conventional ontology and epistemology by way of divergent adaptations of visuospatial language modalities. As creators and users, deaf people have positioned themselves at the cutting-edge of innovation by developing and repurposing digital technologies to secure insurgent power in the face of sociopolitical oppression. This paper establishes digital environments of deaf education (DE2) as an object of study. Research reviewed in this study (Bauman & Murray, 2014; Thoutenhoofd, 2010; Young and Temple, 2014), demonstrates that multimodality is a critically important but undertheorized concept related to power in deaf education. The paper reviews multimodality theory, entrained as a lens to examine DE2. Findings are subdivided into three categories: (1) the purposes for which DE2 are used, (2) the practices constitutive of DE2, and (3) the characteristics of learners and educators within DE2. The paper closes by examining DE2 exemplars via multimodality. This paper contextualizes multimodality theory in digital-epistemological paradigms and analyzes their combined effects upon operations of power in deaf pedagogical practices, including how knowledge is created and shared by deaf people using digital technologies and pedagogical practices derived thereof. This investigation examines how technosocial tools are embedded in a nexus of historical, social, political, and educational changes—at key times, deaf people effectuate change with celerity. This paper argues that theoretical deaf research is clarified by multimodality; likewise, multimodality benefits by considering deaf ontologies/epistemologies. Converging domains illuminate the dynamism and synergy of technosocial changes in history, and contributes to literatures on the history of technology by documenting complex, interdependent relationships between digital knowledge modalities and the deaf users who drive their development

    Inclusive Communication with Augmented Reality for deaf and hard of hearing

    Get PDF
    UIDB/05021/2020 UIDP/05021/2020Deafness is an often undervalued but increasing problem amongst world’s population. Besides the difficulty in hearing sounds, it involves many cognitive and emotional issues, like learning difficulties, isolation and disempowerment. In this paper, designing artefacts for deaf people is analyzed from two different perspectives: technology and communication science. Regarding technical issues, research shows how Augmented Reality can be applied using screen interfaces or smart glasses translating sounds into visual stimuli; from the communication side, the focus is on storytelling and how it can be combined with the technology referred to engage people, enhance learning activity and create a community. By looking into these two aspects, the suggested approach is to merge them in a conceptual creative project that can be appealing and useful to the public, through the use of interactive storytelling, while also using the visual benefits of an immersive Augmented Reality experience.publishersversionpublishe

    A UX evaluation model of hearing-impaired children’s mobile learning applications

    Get PDF
    Several studies on User Experience (UX) evaluation of the mobile application for hearingimpaired had been conducted in the past, however, they do not concentrate on measurements related to hearing-impaired children (HIC), especially for mobile learning applications. This study aims to develop a UX evaluation model for HIC’s mobile learning applications. In developing the model, paper review and requirement gathering methods were used to generate a set of UX dimensions, criteria, and metrics. The model was constructed based on the structure of the Quality in Use Integrated Measurement model where the identified UX dimensions, criteria, and metrics have been arranged orderly according to their rankings. The model was verified by experts consisting of academicians, mobile application developers, and teachers of HIC. The obtained data were analysed using the Fuzzy Delphi Method. Moreover, UX practitioners have validated the model to measure model presentation, content arrangement, and task performance. In addition, 38 HIC from Sekolah Kebangsaan Pendidikan Khas (SKPK) Johor Bharu, SKPK Perlis, and Program Pendidikan Khas Integrasi Segamat participated in a series of UX evaluations to validate the model’s reliability. Descriptive analysis and correlation between overall UX and UX dimensions were performed through a statistical tool. This study has proposed five dimensions: satisfaction, hearing-impaired accessibility, efficiency, effectiveness, and emotion; with nine criteria, and 24 metrics. Criteria and metrics for the dimensions are needed to make the evaluation more specific and focused on mobile learning applications for HIC. Thus, a UX evaluation model of HIC’s mobile learning applications has been presented in this study. Mobile application developers or UX researchers can use this model as one of the references for developing positive experiences and suitable functionalities for HIC’s mobile learning applications. Their learning foundation could be strengthened by having usable and enjoyable mobile learning applications

    SASL Journal, Volume 3, Number 1

    Get PDF

    Using Information Communications Technologies to Implement Universal Design for Learning

    Get PDF
    The purpose of this paper is to assist Ministries of Education, their donors and partners, Disabled Persons Organizations (DPOs), and the practitioner community funded by and working with USAID to select, pilot, and (as appropriate) scale up ICT4E solutions to facilitate the implementation of Universal Design for Learning (UDL), with a particular emphasis on supporting students with disabilities to acquire literacy and numeracy skills. The paper focuses primarily on how technology can support foundational skills acquisition for students with disabilities, while also explaining when, why, and how technologies that assist students with disabilities can, in some applications, have positive impacts on all students’ basic skills development. In 2018, USAID released the Toolkit for Universal Design for Learning to Help All Children Read, section 3.1 of which provides basic information on the role of technologies to support UDL principles and classroom learning. This paper expands upon that work and offers more extensive advice on using ICT4E1 to advance equitable access to high quality learning. Like the UDL toolkit, the audience for this guide is mainly Ministries of Education and development agencies working in the area of education, but this resource can also be helpful for DPOs and non-governmental organizations (NGOs) wishing to pilot or spearhead ICT initiatives. Content for this paper was informed by expert interviews and reviews of field reports during 2018. These included programs associated with United Nations, Zero Project, World Innovation Summit, UNESCO Mobile Learning Awards, and USAID’s All Children Reading: A Grand Challenge for Development. Relevant case studies of select education programs integrating technology to improve learning outcomes for students with disabilities were summarized for this document

    La presencia de los clásicos universales de la literatura infantil en las aplicaciones de lectura

    Get PDF
    Trabajo de Fin de Máster en Sistemas de Información Digital, curso 2018-2019[ES] Este trabajo tiene como objetivo principal el estudio de la presencia de los clásicos de la literatura infantil universal a través de aplicaciones de lectura para dispositivos móviles, específicamente de los sistemas operativos iOS y Android. Para ello, con la ayuda de recomendadores y blogs especializados, se han seleccionado y analizado 67 aplicaciones infantiles de lectura, para determinar sus características principales así como las diferencias en la misma aplicación en ambos sistemas. Por otro lado, se han localizado las que incluyen clásicos infantiles, para así conocer las formas en que éstos se presentan y cuáles son los autores, títulos y personajes más habituales en las mismas, consiguiendo una caracterización de las que presentan clásicos entre sus contenidos. Se comprueba que los cuentos clásicos populares y las fábulas son habituales en estas aplicaciones, ya sea adaptados o versionados, y que los títulos y personajes más frecuentes de la literatura infantil se mantienen para la literatura infantil digital.[EN] This work has as its main objective the study of the presence of the classics of universal children's literature through reading apps for mobile devices, specifically in iOS and Android operating systems. To do this, using recommenders and specialized blogs, 67 children's reading apps have been selected and analyzed, to determine its main characteristics as well as the differences in the same application in both systems. On the other hand, those that include children's classics have been located, in order to know the ways in which they are presented and which are the most common authors, titles and characters in them, getting a characterization of those that present classics among their contents. It is confirmed that popular classic tales and fables are usual in these applications, either adapted or versioned, and that the most frequent titles and characters of children's literature are maintained for digital children's literature

    Model konsep reka bentuk antaramuka koswer berbantu mahasiswa Tunakerna

    Get PDF
    The era of global education today is in need of educational media, especially those involving people with disabilities, as an effective media can have an impact on the quality of education for this group. However, in previous studies revealed that the medium of learning for this group is very limited and more focused on conventional learning because the lack of learning technology support has made it difficult for the learning process. The main purpose of this study is to propose a conceptual design model of assistive courseware interface for hearing impaired undergraduates.The development of student learning that has a hearing problem known as „tunakerna‟ according to the Fourth Edition Kamus Dewan Bahasa dan Pustaka (2008). The theoretical framework of scientific research design was chosen as the methodology used in this study. Expert validation approach has been implemented on Conceptual Design Model of Assistive Courseware Interface for Hearing Impaired Undergraduates (KOSMAT) model is designed with seven reserve components of a generic component structure, multimedia design elements, multiple intelligences for visual, interpersonal and intrapersonal, a model of instructional design, learning theory, object-oriented learning styles, and development process. Prototype courseware was developed by applying the applicability of KOSMAT model that aims to test the usability of the target users among hearing impaired undergraduates. The study found that usability testing showed a satisfactory performance for the three dimensions of ease of use, ease of learn and content. KOSMAT model is the improved results of the expert validation through consultation with experts. Hence, it should serve as a guideline or a reference to develop a learning courseware to hearing impaired undergraduates especially in special education
    corecore