6 research outputs found

    Q’inqu: Inclusive Board Game for the Integration of People with Disabilities

    No full text
    The educational inclusion of people with disabilities continues to be a great challenge for society. Due to the field’s diversity and complexity, people with disabilities have few opportunities to be integrated into educational activities or even entertainment. This article describes a novel educational resource developed within the field of applied technologies. Q’inqu is an inclusive board game that encourages the family and educational inclusion of people with disabilities. Q’inqu is a Quechua word meaning “Labyrinth”. This is a metaphor for the challenges faced by families living with a person with disabilities, and it also reflects its narrative structure based on the “Legend of the Incas’ treasure”. Q’inqu has the general theme of a traditional board game where turns are taken until the treasure is found. What makes it different is the integration of inclusive elements through the use of technology. There are cards with a braille code, a rectangular board with high relief, and a circular board with textures. An App reads QR codes and also patterns, which present additional information based on augmented reality. These features provide support to blind players and to those who are unable to read, making the game both entertaining and educational. Q’inqu was developed and tested by a multidisciplinary team of 80 people, which included students and professionals from design, education and pedagogy. The most relevant result was that out of 367 ideas that were presented, it was awarded first prize in the category Toys for children with disabilities in the CMA contest held in Ecuador

    Mobile Technological Apps to Improve Frontal Lobe Functioning

    No full text
    The technological proposal here elaborated consists of a cellphone app denominated Mind & Brain which encompasses subcomponents that allow the compensation of each frontal lobe function. In the component of planning, for example, this application allows a person to have an electronic diary to set daily activities to accomplish and will have the opportunity to set reminders and alarms with the patient´s own voice about the activities that must achieve in that specific day. For emotional regulation, the person will be able to be in control of every emotion and reaction. In monitoring, the subject must follow verbal instructions to solve successfully a problem, previously inserted. For decision making, the app will identify the possible consequences of choosing one or another option. With this technological innovation, people with any frontal lobe disorder will improve their quality of life

    Literacy toy for enhancement phonological awareness: A longitudinal study

    No full text
    In this report it is presented the results of a longitudinal pre-experimental study, it was realized a technological intervention to stimulate the phonological awareness through a tangible reading toy based on the RFID technology, consisting of a teddy bear and 30 letters in 3D from the Spanish alphabet. This study started with a sample of 200 children, from them, there were selected 17 children aged between 6 and 7 years (M age = 6.47, SD =.51) with a phonological disorder from an educative institution. The procedure consisted of obtaining pre-test and post-test values with the Evaluation of Phonological Awareness (PECFO). Sampling inclusion criteria considered children presenting problems of phonemes’ recognition and its relationship with graphemes. During 30 weeks it was realized an intervention with the technological toy and at the end of the sessions, it was applied the post-test. Results of phonological awareness showed statically significant differences among the pre (M = 12.88, SD = 3.53) and post-test (M = 17.17, SD = 2.96) this contributes to the empirical evidence of the intervened group improvement in this cognitive function t(16) = −3.67, p =.002. From this research it is projected proposing technological innovations contributing in the treatment of children’s cognitive difficulties. © 2020, The Author(s)
    corecore