6,677 research outputs found

    Critical analysis in proposing a conceptual design model of assistive courseware for low vision (AC4LV) learners

    Get PDF
    This paper reports on an ongoing study, which intends to propose a conceptual design model of Assistive Courseware(AC) that is particularly designed for low vision learners (LV) learners.Altogether, 15 conceptual design models of courseware were compared and analyzed exhaustively with the main objectives (i) to determine the research gaps in proposing a conceptual design model of AC4LV and (ii) to identify their common components.Through a systematic and critical analysis, this study discovers that all of the previous models do not suggest any specific conceptual design model of courseware that caters the visually-impaired (VI) particularly low vision (LV) learners in detail.It is noted that this is the research gap that should be the focal point for further study.Also, the previous literatures suggest that Instructional Design (ID) model, learning theories, and learning approach must be the basic component in designing the conceptual design model of courseware

    Promoting game accessibility: Experiencing an induction on inclusive design practice at the global games jam

    Get PDF
    Copyright @ 2013 The AuthorsThe Global Games Jam (GGJ) attracts many people who are passionate about games development, coming from a range of educational backgrounds. Therefore, the event can be experienced by novices and student developers as an opportunity for learning. This provides an opening to promote themes and ideas that could help form future thinking about games design, emerging as a form of induction on key design issues for new practitioners. Such an approach aims to raise awareness about issues which learners could help develop and take with them into industry. However, the experience itself affords a deep experiential rhetoric and dialogue with experts that could be an effective pedagogical tool for issues seldom addressed deeply in formal educational settings. This paper describes an account by one such individual, being introduced to game accessibility through participation in the GGJ. As such, it is not intended as a rigorous empirical analysis, but rather a perspective on one way a game jam can be experienced, inviting further research on the topic

    Development of Telephone-based e-Learning Portal

    Get PDF
    The proliferation of mobile phones in Nigeria, particularly among the student community, has continued to inspire the development and delivery of e-Learning applications. Most of the existing web-based e-Learning applications do not support nomadic voice-based learning (i.e. learning on the move through voice), and consequently do not provide a speedy access to information or enquiries on demand. Internet access is required to get every bit of information from most school portal system, which is not directly available to everyone. Lack of provision for voice in the existing web applications excludes support for people with limited capabilities such as the visually impaired and physical disabilities. In this paper, we present a design and development of a prototype telephone-based e-Learning portal that will be used for course registration and examination. This study is part of an ongoing e-Learning project involving the following modules: enrollment, course registration and examination, enquiries/information, messaging/collaboration, e-Learning and library. The prototype application was developed using VoiceXML for the voice user interface(VUI), PHP for database queries, Apache as the middle-ware and MySQL database as back-end. A unified modelling language (UML) was used to model and design the application. The proposed e-Learning system will compliment the web-based system in other to meet the needs of students with a range of disabilities such as visual impairment, repetitive strain injury, etc, that make reading and writing difficult. It also makes multiple platforms available to all users as well as boosting access to education for the physically challenged, particularly the sight impaired in the developing countries of the world. In institutions where students are not allowed to use mobile phones or where cost is an issue, then the alternative is the use of PC-phone

    Using accessible digital resources for teaching database design: towards an inclusive distance learning proposal

    Get PDF
    [Proceedings of] 13th Annual Conference on Innovation and Technology in Computer Science Education (ITiCSE'08), Madrid, Spain, June 30-July 2, 2008This paper introduces a pilot experience in teaching database using accessible digital resources in 3er course of Computer Science degree at Universidad Carlos III de Madrid. A platform containing learning material in different formats (video, audio, slides presentation) has been designed allowing students accessing resources as well as to be evaluated by means of tests. Preliminary results show that 46.81% of the students have already interacted with the system and 97.12% of the students passed the tests.Publicad

    The Graphical Access Challenge for People with Visual Impairments: Positions and Pathways Forward

    Get PDF
    Graphical access is one of the most pressing challenges for individuals who are blind or visually impaired. This chapter discusses some of the factors underlying the graphics access challenge, reviews prior approaches to addressing this long-standing information access barrier, and describes some promising new solutions. We specifically focus on touchscreen-based smart devices, a relatively new class of information access technologies, which our group believes represent an exemplary model of user-centered, needs-based design. We highlight both the challenges and the vast potential of these technologies for alleviating the graphics accessibility gap and share the latest results in this line of research. We close with recommendations on ideological shifts in mindset about how we approach solving this vexing access problem, which will complement both technological and perceptual advancements that are rapidly being uncovered through a growing research community in this domain

    E-learning in Information Accessibility of Disabled Assistant Technology

    Get PDF

    FAMAID: A TOOL FOR AIDING PEOPLE WITH DISABILITY

    Get PDF
    People with disabilities suffer from discrimination and obstacles that restrict them from participating in society on an equal basis with others every day. They are deprived of their rights to be included in ordinary school systems and even in the work market. In the process of raising awareness, facilitating dailyroutines, and developing guidance, the idea of assisting such people with handy tools/software arose and was implemented in the FamAid tool. FamAid offers people with hearing disability the opportunity to be engaged in the society through many facilities. In this work, we implemented a web application that serves as a community for people with disability who can use sign language to access the app. The app uses hand gesture recognition technique which is considered an active research field in Human-Computer Interaction technology to perform sign language translation to text. Afterwards, the text will be provided as input to the app where the output will be generated based on the request of the user. This research presents an application which is considered a gift for people with speaking and/or hearing disability as it makes their lives easier

    Decoding learning: the proof, promise and potential of digital education

    Get PDF
    With hundreds of millions of pounds spent on digital technology for education every year – from interactive whiteboards to the rise of one–to–one tablet computers – every new technology seems to offer unlimited promise to learning. many sectors have benefitted immensely from harnessing innovative uses of technology. cloud computing, mobile communications and internet applications have changed the way manufacturing, finance, business services, the media and retailers operate. But key questions remain in education: has the range of technologies helped improve learners’ experiences and the standards they achieve? or is this investment just languishing as kit in the cupboard? and what more can decision makers, schools, teachers, parents and the technology industry do to ensure the full potential of innovative technology is exploited? There is no doubt that digital technologies have had a profound impact upon the management of learning. institutions can now recruit, register, monitor, and report on students with a new economy, efficiency, and (sometimes) creativity. yet, evidence of digital technologies producing real transformation in learning and teaching remains elusive. The education sector has invested heavily in digital technology; but this investment has not yet resulted in the radical improvements to learning experiences and educational attainment. in 2011, the Review of Education Capital found that maintained schools spent £487 million on icT equipment and services in 2009-2010. 1 since then, the education system has entered a state of flux with changes to the curriculum, shifts in funding, and increasing school autonomy. While ring-fenced funding for icT equipment and services has since ceased, a survey of 1,317 schools in July 2012 by the british educational suppliers association found they were assigning an increasing amount of their budget to technology. With greater freedom and enthusiasm towards technology in education, schools and teachers have become more discerning and are beginning to demand more evidence to justify their spending and strategies. This is both a challenge and an opportunity as it puts schools in greater charge of their spending and use of technolog

    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

    Virtual Reality Games for Motor Rehabilitation

    Get PDF
    This paper presents a fuzzy logic based method to track user satisfaction without the need for devices to monitor users physiological conditions. User satisfaction is the key to any product’s acceptance; computer applications and video games provide a unique opportunity to provide a tailored environment for each user to better suit their needs. We have implemented a non-adaptive fuzzy logic model of emotion, based on the emotional component of the Fuzzy Logic Adaptive Model of Emotion (FLAME) proposed by El-Nasr, to estimate player emotion in UnrealTournament 2004. In this paper we describe the implementation of this system and present the results of one of several play tests. Our research contradicts the current literature that suggests physiological measurements are needed. We show that it is possible to use a software only method to estimate user emotion
    • 

    corecore