493 research outputs found

    Dyslexia and password usage:accessibility in authentication design

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    Governments and businesses are moving online with alacrity, driven by potential cost savings, changing consumer and citizen expectations, and the momentum towards general digital provision. Services are legally required to be inclusive and accessible. Now consider that almost every online service, where people have to identify themselves, requires a password. Passwords seem to be accessible, until one considers specific disabilities, one of which can lead to many challenges: dyslexia being a case in point. Dyslexia is associated with word processing and retention difficulties, and passwords are essentially words, phrases or alphanumeric combinations. We report on a literature review conducted to identify extant research into the impact of dyslexia on password usage, as well as any ameliorations that have been proposed. We discovered a relatively neglected field. We conclude with recommendations for future research into the needs of a large population of dyslexics who seem to struggle with passwords, in a world where avoiding passwords has become almost impossible. The main contribution of this paper is to highlight the difficulties dyslexics face with passwords, and to suggest some avenues for future research in this area

    Study on the use of mobile devices in schools: the case of Greece

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    This paper presents a reflection on the use of mobile technologies in the classroom in Greece, based on a review of relevant literature, PhD thesis and the case of the 1st Lyceum of Rhodes. Despite several developments, m-learning is far from being part of everyday educational practice. This is in accordance to the level of academic research on m-learning in Greece. Few PhD dissertations focus on mobile learning. However, most Greek universities have postgraduate programs on the use of ICT in education and mobile learning is part of their curriculum, giving hope for the future

    Dyslexia and Minecraft Education. A qualitative study exploring Minecraft Education as a tool for working with English literature for students with dyslexia

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    The following thesis aims to explore the experiences pupils with dyslexia have when using Minecraft Education to work with English literature. The study used a qualitative approach where 10 pupils with dyslexia had to complete different tasks in Minecraft education after reading a chapter from the novel The Absolutely True Diary of a Part-Time Indian. The participants’ experiences were captured using screen recording and interviews following the pupil’s completion of the tasks related to the reading. Thematic analysis of the collected data revealed three themes with codes: multimodal visualization, creativity, and game literacy. The findings from the themes showed that pupils benefited from the visual aspects of Minecraft Education, as it is often not present in combination with English literature. Further, the creative aspect combined with feelings of mastery made the experience more motivational for the pupils. The pupils also placed a high value on cooperation and wanted it incorporated into the tasks. However, while this could benefit some pupils, it could also impose difficulties for teachers as they have to prevent unvented gaming behavior

    Multisensory learning in adaptive interactive systems

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    The main purpose of my work is to investigate multisensory perceptual learning and sensory integration in the design and development of adaptive user interfaces for educational purposes. To this aim, starting from renewed understanding from neuroscience and cognitive science on multisensory perceptual learning and sensory integration, I developed a theoretical computational model for designing multimodal learning technologies that take into account these results. Main theoretical foundations of my research are multisensory perceptual learning theories and the research on sensory processing and integration, embodied cognition theories, computational models of non-verbal and emotion communication in full-body movement, and human-computer interaction models. Finally, a computational model was applied in two case studies, based on two EU ICT-H2020 Projects, "weDRAW" and "TELMI", on which I worked during the PhD

    Using Coding to Positively Impact Writing in the Elementary Classroom

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    Factors Affecting the Accessibility of IT Artifacts: A Systematic Review

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    Accessibility awareness and development have improved in the past two decades, but many users still encounter accessibility barriers when using information technology (IT) artifacts (e.g., user interfaces and websites). Current research in information systems and human-computer interaction disciplines explores methods, techniques, and factors affecting the accessibility of IT artifacts for a particular population and provides solutions to address these barriers. However, design realized in one solution should be used to provide accessibility to the widest range of users, which requires an integration of solutions. To identify the factors that cause accessibility barriers and the solutions for users with different needs, a systematic literature review was conducted. This paper contributes to the existing body of knowledge by revealing (1) management- and development-level factors, and (2) user perspective factors affecting accessibility that address different accessibility barriers to different groups of population (based on the International Classification of Functioning by the World Health Organization). Based on these findings, we synthesize and illustrate the factors and solutions that need to be addressed when creating an accessible IT artifact

    Factors Affecting the Accessibility of IT Artifacts : A Systematic Review

    Get PDF
    Accessibility awareness and development have improved in the past two decades, but many users still encounter accessibility barriers when using information technology (IT) artifacts (e.g., user interfaces and websites). Current research in information systems and human-computer interaction disciplines explores methods, techniques, and factors affecting the accessibility of IT artifacts for a particular population and provides solutions to address these barriers. However, design realized in one solution should be used to provide accessibility to the widest range of users, which requires an integration of solutions. To identify the factors that cause accessibility barriers and the solutions for users with different needs, a systematic literature review was conducted. This paper contributes to the existing body of knowledge by revealing (1) management- and development-level factors, and (2) user perspective factors affecting accessibility that address different accessibility barriers to different groups of population (based on the International Classification of Functioning by the World Health Organization). Based on these findings, we synthesize and illustrate the factors and solutions that need to be addressed when creating an accessible IT artifact.© 2022 by the Association for Information Systems. Permission to make digital or hard copies of all or part of this work for personal or classroom use is granted without fee provided that copies are not made or distributed for profit or commercial advantage and that copies bear this notice and full citation on the first page. Copyright for components of this work owned by others than the Association for Information Systems must be honored. Abstracting with credit is permitted. To copy otherwise, to republish, to post on servers, or to redistribute to lists requires prior specific permission and/or fee. Request permission to publish from: AIS Administrative Office, P.O. Box 2712 Atlanta, GA, 30301-2712 Attn: Reprints are via e-mail from [email protected]=vertaisarvioitu|en=peerReviewed
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