11 research outputs found
Technology-enhanced support for children with Down Syndrome: A systematic literature review
This paper presents a systematic literature review on technology-enhanced support for children with Down Syndrome and young people who match the mental age of children considered neurotypical (NT). The main aim is threefold: to (1) explore the field of digital technologies designed to support children with Down Syndrome, (2) identify technology types, contexts of use, profiles of individuals with Down Syndrome, methodological approaches, and the effectiveness of such supports, and (3) draw out opportunities for future research in this specific area. A systematic literature review was conducted on five search engines resulting in a set of 703 articles, which were screened and filtered in a systematic way until they were narrowed to a corpus of 65 articles for further analysis. The synthesis identify several key findings: (1) there is diversity of technology supports available for children with Down Syndrome targeting individual capabilities, (2) overlapping definitions of technology makes it difficult to place technology supports in individual categories rather than subsets of a broader term, (3) the average sample size remained small for participants in the studies, making it difficult to draw solid conclusions on the effectiveness of the related interventions, (4) the distribution of papers indicates that this is an emerging area of research and is starting to build body of knowledge, and (5) there are limited studies on newer emerging technologies which requires further investigation to explore their potential
ICT training for educators of Granada for working with people with autism
Background: Innovative methodologies based on Information and Communication Technology
(ICT) are a tested and motivating option for working with people with autism. Their use, how-
ever, should not be indiscriminatory and arbitrary, but didactic and appropriate.
Objective: We aimed to discover the training in ICT they had, its frequency of use, and the types of
digital resources that they used.
Methods: We administered the questionnaire, “Demands and Potentials of ICT and Apps for
Assisting People with Autism” to 310 educators in the city of Granada (Spain). The participants
belonged to schools and associations that worked with people with autism. Adopting a
quantitative-type study, we carried out descriptive analyses (frequencies, mean, mode, and
standard deviation). Having confirmed that the data did not follow a normal distribution (Kol-
mogorov-Smirnov test for samples of >50 participants), we carried out non-parametric inferential
and intrafactorial correlation analyses. We also calculated the effect size.
Results: The educators revealed that they had ICT training for working with people with autism,
but not enough. This suggests that there is still a need to improve the digital competence of these
professionals. Strong, direct and significant correlations were found between ICT training and the
frequency with which they were used. There were also statistically significant differences ac-
cording to sex, gender, age, type of institution, and type of educator. The educators who worked
as Therapeutic Pedagogy teachers and those who worked in Special Education schools were
shown to be more competent than the rest in educational technology applied to people with
autism.
Conclusions: The results, which were not wholly positive since ICT training should be better and
have achieved higher scores, revealed that there is a foundation in ICT education but it needs to
be heightened and improved with greater knowledge and more practical experience.Heliyon [Editors Hange Teng and Tomayess Issa]University of Granada (Spain
An Analysis of the Evaluation Methods being Applied to Serious Games for Autistic Children
Autism Spectrum Disorder is a neurodevelopment condition that significantly impacts social communication and interaction as well as behavior impairments, including restricted and repetitive patterns of behavior, interests, or activities. In recent years, numerous studies have proposed serious games as a way to aid in the therapy of children with ASD. Hence, it is crucial to evaluate the effectiveness of such games and obtain robust evidence of their positive influence on this type of treatment. In this study, we aim to explore the evaluation of games for autistic children by conducting a Systematic Literature Review. We analyze the methods utilized to evaluate these games, their application and combination, the quality aspects assessed, and the number and characteristics (e.g., age and special need) of the participants involved in the evaluation process. Furthermore, we present a compilation of the study findings for each evaluation method. Our findings reveal that there is no standardized methodology since different methods have been utilized and combined in various ways to evaluate serious games that support the treatment of ASD children. As contributions, this paper provides valuable insights into how serious games have been evaluated in this context and can be useful for researchers and game designers working in the field
Reward - based advertisement in online games: a win for advertisers, developers, and gamers
This study examines factors affecting gamers’ attitude towards reward-based advertisements (RBA) in online games. A conceptual model is developed based on the Ducoffe’s web advertising model and tested using a quantitative design through data collected from 532 online gamers in Fiji. Covariance-based structural equation modelling (CB-SEM) was employed to perform the analysis. Results reveal that informativeness, credibility, entertainment, and incentive positively influence advertisement value. Advertisement value was found to positively influences attitude towards RBA. The moderating factors of perceived competitiveness and gamer envy were found to strengthen the positive association between perceived advertisement value and attitude towards RBA. This study is novel is it is the first exploration of RBA in online gaming. In so doing, this study contributes to both marketing and gaming literature and provides valuable insight for marketers and game developers to influence customers to be more receptive to advertisements in online games
Gaming and luxury fashion: exploring factors driving gamers’ luxury virtual in - game fashion
This study investigates the factors driving gamers’ intention to purchase virtual luxury fashion in online games. The study’s conceptual framework is grounded in the social identity and social capital theory. A total of 468 responses were collected using an online survey from Fortnite players and analyzed using covariance-based structural equation modelling (CB-SEM). The results reveal that avatar identification was positively associated with perceived value, social presence, and intention to purchase virtual luxury fashion. Perceived value and social presence were positively associated with intending to purchase virtual luxury fashion. Brand love strengthened the positive association between the perceived value and social presence on the intention to purchase virtual luxury fashion. This study contributes to the marketing and information systems literature by offering the first insights into virtual luxury fashion in online games. The findings would assist game developers and marketers in better understanding gamer behaviour to capitalize on virtual luxury fashion
Haptics: Science, Technology, Applications
This open access book constitutes the proceedings of the 13th International Conference on Human Haptic Sensing and Touch Enabled Computer Applications, EuroHaptics 2022, held in Hamburg, Germany, in May 2022. The 36 regular papers included in this book were carefully reviewed and selected from 129 submissions. They were organized in topical sections as follows: haptic science; haptic technology; and haptic applications
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Examining university student satisfaction and barriers to taking online remote exams
Recent years have seen a surge in the popularity of online exams at universities, due to the greater convenience and flexibility they offer both students and institutions. Driven by the dearth of empirical data on distance learning students' satisfaction levels and the difficulties they face when taking online exams, a survey with 562 students at The Open University (UK) was conducted to gain insights into their experiences with this type of exam. Satisfaction was reported with the environment and exams, while work commitments and technical difficulties presented the greatest barriers. Gender, race and disability were also associated with different levels of satisfaction and barriers. This study adds to the increasing number of studies into online exams, demonstrating how this type of exam can still have a substantial effect on students experienced in online learning systems and
technologies