4 research outputs found

    Learning Application of Daily Prayer for Deaf Children SD-LB Yayasan Rehabilitasi Tuna Rungu Wicara

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    Sekolah Luar Biasa Yayasan Rehabilitasi Tuna Rungu Wicara (SLB YRTRW) is a school for children in need especially deaf mute that is still experiencing obstacles in learning. Learning session still need additional time, whereas with only one PAI (Pendidikan Agama Islam) teacher and teaching elementary 1st grade until 3rd grade high school so it makes it less intensive in the learning hours. According to PAI teacher in SLB, many of foster parent are not able to give extra lessons at home. This research goals to make learning application that can help learning benedictions after hours of learning in school and may be more effective. This application will be operate on smartphone Android device which has been growing rapidly and widespread in the society of this modern era. This research was conducted on SLB YRTRW basis curriculum elementary school as whole. Based on the result of interviews and observations accompanied by PAI teacher, this application includes deaf student ability and simulate teaching method from PAI teacher to digital level. This application will be created using Construct 2 software. This application simulate an existing teaching methods with an extra exercises of composing benediction verse consecutively and this application will add additional features namely Mini Game that aims to relieve the boredom with basic a learning method do. Testing is done by way of delivering the application on foster parent and try the application at home. Based on the results of a questionnaire on the content by PAI teacher and some foster parent can be concluded that the application is quite easy to understand and can be a medium of learning in their home

    Jogos para o ensino de línguas de sinais/línguas orais escritas para surdos: uma revisão sistemática da literatura

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    This study carries out a survey about pieces of research which deal with games aiming at the teaching of sign languages and written oral languages to deaf people with the goal of identifying and characterizing the games which have been used for educational contexts. The researchers carried out a systematic review of literature using the Education Resources Information Center (ERIC), Web Science and Scopus database inserting the following terminologies in the wordsearch tool: ‘game’, ‘deaf’ and ‘sign language’. At first, a total of 530 studies were found, and based on a series of criteria, 31 papers were selected as a result of the search. The majority of the games dealt with in the papers are digital and one third of those utilize an electronic device for gesture recognition or sensor of some sort. Games in sign language or bilingual teaching represent most of the selected studies, even though it was observed that a good deal of those games teach only the manual alphabet or isolated sign from the respective sign languages. Furthermore, only a handful of those games make use of sign language in situations which simulate a real communicative context.Este estudio realiza una encuesta sobre investigaciones que abordan los juegos destinados a la enseñanza de lenguas de signos o lenguas orales escritos para sordos con el fin de mapear y caracterizar los juegos que se han utilizado en contextos educativos. Se realizó una revisión bibliográfica sistemática en las bases de datos Education Resources Information Center (ERIC), Web of Science y Scopus, utilizando como términos de búsqueda las palabras: game, deaf e sign language. En la primera búsqueda se encontraron un total de 530 artículos. La selección está basada en los criterios de inclusión y exclusión, que resultó en el análisis de 31 artículos. La mayoría de los juegos utilizados en las obras, son digitales y un tercio de ellos, utiliza algún dispositivo electrónico para reconocer gestos o sensores. Los juegos para la enseñanza de la lengua de signos o bilingües, representan la mayoría de los estudios seleccionados, sin embargo observamos que una buena parte enseña solo el alfabeto manual o signos aislados de las lenguas de signos. Pocos juegos han hecho uso de lenguas de signos en situaciones que simulan un contexto de comunicación real.Este estudo realiza um levantamento sobre pesquisas que abordam jogos voltados para o ensino de línguas de sinais ou de línguas orais escritas para surdos com objetivo de mapear e caracterizar os jogos que têm sido utilizados em contextos educacionais. Realizou-se uma revisão sistemática da literatura nas bases Education Resources Information Center (ERIC), Web of Science e Scopus, utilizando como termos de busca as palavras: game, deaf e sign language. Na primeira busca, foram encontrados um total de 530 artigos. A seleção com base nos critérios de inclusão e exclusão resultou na análise de 31 trabalhos. A maioria dos jogos utilizados nos trabalhos são digitais, e um terço deles faz uso de algum dispositivo eletrônico para reconhecimento de gestos ou sensores. Os jogos para ensino de língua de sinais ou bilíngues representam a maioria dos estudos selecionados, porém observamos que boa parte ensina apenas o alfabeto manual ou sinais isolados das línguas de sinais. Poucos jogos fizeram o uso das línguas de sinais em situações que simulem um contexto real de comunicação

    Review of three-dimensional human-computer interaction with focus on the leap motion controller

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    Modern hardware and software development has led to an evolution of user interfaces from command-line to natural user interfaces for virtual immersive environments. Gestures imitating real-world interaction tasks increasingly replace classical two-dimensional interfaces based on Windows/Icons/Menus/Pointers (WIMP) or touch metaphors. Thus, the purpose of this paper is to survey the state-of-the-art Human-Computer Interaction (HCI) techniques with a focus on the special field of three-dimensional interaction. This includes an overview of currently available interaction devices, their applications of usage and underlying methods for gesture design and recognition. Focus is on interfaces based on the Leap Motion Controller (LMC) and corresponding methods of gesture design and recognition. Further, a review of evaluation methods for the proposed natural user interfaces is given

    Sign language learning using the hangman videogame

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    This paper describes the preliminary study and development of a videogame aimed at learning the alphabet in Portuguese sign language, through gestures. Leap Motion Controller is used, allowing the detection of fingers and hands with high accuracy and resolution. The project is based on the well-known hangman game. The player inputs the gestures that represent the letters of the alphabet in the sign language. The Leap Trainer framework for gesture and pose learning and recognition was used. This framework is helpful to the development of the proposed game since it allows the recording of a gesture and a subsequent comparison with the recorded gesture, giving a match percentage result. There are many sign language learning games, but they are not interactive. The proposed game is primarily for children but also adequate for adults.info:eu-repo/semantics/publishedVersio
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