9 research outputs found
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A systematic evaluation of current control devices used by people with intellectual disabilities in non-immersive virtual environments
Virtual environments have a role to play in facilitating the acquisition of living skills in people with intellectual disabilities, improving their cognitive skills and providing them with entertainment. However, the currently recommended devices to allow navigation in and interaction with the environments are difficult to use. Using a methodology established in an earlier study, the study aims to systematically document the performance of users with the currently recommended devices in order to (i) inform the design of a usable control device or devices and (ii) act as a baseline against which they can be evaluated. 40 people with severe intellectual disabilities aged 21–67 years used four environments with an equal number of sessions with the different devices being evaluated. Results indicate that when forward movement is provided by the software using the mouse for both navigation and interaction allows better performance both initially and after exposure than using the fire button on the joystick. When the user had to initiate forward movement with the navigation device, the joystick allowed better performance than the arrows on the keyboard. Preventing slippage of the joystick base would make its use much easier and it is suggested that separate devices are retained for navigation and interaction
Fingers on the Screen: game Based learning for students with intellectual disabilities
Game Based Learning in the special education classroom is still regarded with skepticism
by educators, or has been used mainly as an extrinsic reinforcement. This communication presents a series of observations made by researchers and educators on the motivational impact of games in the educational experience of users with intellectual disabilities
Engaging students with intellectual disabilities through location based games based learning
Learning, is both an emotional and cognitive process and according to researchers and teachers worldwirde, when players are engaged in activities that are intrinsically motivating, they are more prone to demonstrate deep learning. Since 1981 when Malone used digital games as a medium in order to analyze intrinsic motivation, digital games have been reported to stimulate the students’ interest, while motivating them to deploy control, curiosity and imagination. Studies within our research grouping have shown that Digital Games Based Learning (DGBL) can have a positive effect on some of the core development needs of people with Intellectual disabilities and associated sensory impairments. One current are of interests is the expansion of DGBL activities on mobile platforms. The RECALL Project describes the development and evaluation of a novel route learning system for people with disabilities using locative based services (on the Android OS) and is the output of a EU award (504970-LLP-1-2009-1-UK-KA3-KA3MP). In the following paper we will present piloting findings from the piloting use of RouteMate application as well as an initial proposal of a playful locative DGBL integration in the educational experience of users with intellectual disabilities
An evaluation of the Wii Nunchuk as an alternative assistive device for people with intellectual and physical disabilities using switch controlled software
Many people with intellectual disabilities also have physical difficulties which prevent them from using standard computer control devices. Custom made alternative devices for those with special needs can be expensive and the low unit turnover makes the prospect unattractive to potential manufacturers. One solution is to explore the potential of devices used in contemporary gaming technology, such as the Nintendo Wii. The Wii Nunchuk has the potential to replace joystick functions with the advantages of not being surface bound and easier for some individuals to grasp. This study evaluated the feasibility of using the Nunchuk by comparing its performance as a switch with the participant's usual switch. Twenty three volunteers aged between 17 and 21 with intellectual and physical disabilities completed a Single Switch Performance Test using the new device and their familiar device. For most functions of the switch, there was no significant difference between the participants' performance using the Nunchuck and their familiar device. Additional analysis found that some participants' performance did improve whilst using the Nunchuck, but this was not significantly related to physical or cognitive ability. Those whose performance was better with the Nunchuk were more likely to hold it in the conventional way than were those who had better performance with their familiar device. This merits it being offered as a possible alternative to currently available switches for those with physical difficulties affecting their grip
Mobile learning and games in special education
Information technology is now a ubiquitous presence in all educational settings as well as places in which people work. While most mainstream schools now rely heavily on this technology to support learning, special education was often at the forefront of its adoption even acting as exemplars for mainstream education (Lilley, 2004). Educational virtual environments had been developed in special schools and adult training centres when virtual reality was still a novel technology in education (Standen & Brown, 2004; 2005; 2006). Now no school or educational setting would be imagined without information technology and there have been some exciting developments since
those early pioneering days. In this chapter we intend to cover three of those which we think are particularly pertinent for learners with special needs: serious games, mobile computing and the role of users in the development of the technology
Designing location based learning experiences for people with intellectual disabilities and additional sensory impairments
The research reported here is part of a larger project which seeks to combine serious games (or games based learning) with location based services to help people with intellectual disability and additional sensory impairments to develop work based skills. Specifically this paper reports on where these approaches are combined to scaffold the learning of new routes and ultimately independent travel to new work and educational opportunities. A phased development methodology is applied in a user sensitive manner, to ensure that user feedback drives the ongoing development process. Methods to structure this include group feedback on conceptual storyboards, expert review of prototypes using usability heuristics relating to the main system goals, and finally co-discovery methods with student pairs exploring all three modes of the system in real world contexts. Aspects of developmental and cognitive psychological theories are also reviewed and it is suggested that combining games based learning approaches with location based services is an appropriate combination of technologies for an application specifically designed to scaffold route learning for this target audience
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A flexible object orientated design approach for the realisation of assistive technology
This thesis contributes to a growing body of research conducted by the Interactive Systems Research Group (ISRG) at Nottingham Trent University within the fields of accessibility and accessible technologies. Core to this research is the exploration of how interactive technologies can be developed and applied as platforms for education, rehabilitation and social inclusion. To this end the group has been actively evolving the User Sensitive and Inclusive Design (USID) methodology for the design, development and evaluation of accessible software and related technologies. This thesis contributes to the further development of the USID method with a focus on its application for the design of assistive technology
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Proceedings of the 6th international conference on disability, virtual reality and associated technologies (ICDVRAT 2006)
The proceedings of the conferenc