scholarly journals Developing Adaptive Serious Games for Children With Specific Learning Difficulties: A Two-phase Usability and Technology Acceptance Study (Preprint)

2021 ◽  
Author(s):  
Oguzcan Yildirim ◽  
Elif Surer

BACKGROUND Specific learning difficulties (SpLD) include several disorders such as dyslexia, dyscalculia, and dysgraphia, and the children with these SpLD receive special education. However, the studies and the educational material so far focus mainly on one specific disorder. OBJECTIVE This study’s primary goal is to develop comprehensive training material for different types of SpLD, with five serious games addressing different aspects of the SpLD. The second focus is measuring the impact of adaptive difficulty level adjustment in the children’s and their educators’ usability and technology acceptance perception. Receiving feedback from the children and their educators, and refining the games according to their suggestions have also been essential in this two-phase study. METHODS A total of 10 SpLD educators and 23 children with different types of SpLD tested the prototypes of the five serious games (ie, Word game, Memory game, Category game, Space game, and Math game), gave detailed feedback, answered the System Usability Scale and Technology Acceptance Model (TAM) questionnaires, and applied think-aloud protocols during game play. RESULTS The games’ standard and adaptive versions were analyzed in terms of average playtime and the number of false answers. Detailed analyses of the interviews, with word clouds and player performances, were also provided. The TAM questionnaires’ average and mean values and box plots of each data acquisition session for the children and the educators were also reported via System Usability Scale and TAM questionnaires. The TAM results of the educators had an average of 8.41 (SD 0.87) out of 10 in the first interview and an average of 8.71 (SD 0.64) out of 10 in the second interview. The children had an average of 9.07 (SD 0.56) out of 10 in the first interview. CONCLUSIONS Both the educators and the children with SpLD enjoyed playing the games, gave positive feedback, and suggested new ways for improvement. The results showed that these games provide thorough training material for different types of SpLD with personalized and tailored difficulty systems. The final version of the proposed games will become a part of the special education centers’ supplementary curriculum and training materials, making new enhancements and improvements possible in the future.

10.2196/25997 ◽  
2021 ◽  
Vol 9 (2) ◽  
pp. e25997
Author(s):  
Oguzcan Yildirim ◽  
Elif Surer

Background Specific learning difficulties (SpLD) include several disorders such as dyslexia, dyscalculia, and dysgraphia, and the children with these SpLD receive special education. However, the studies and the educational material so far focus mainly on one specific disorder. Objective This study’s primary goal is to develop comprehensive training material for different types of SpLD, with five serious games addressing different aspects of the SpLD. The second focus is measuring the impact of adaptive difficulty level adjustment in the children’s and their educators’ usability and technology acceptance perception. Receiving feedback from the children and their educators, and refining the games according to their suggestions have also been essential in this two-phase study. Methods A total of 10 SpLD educators and 23 children with different types of SpLD tested the prototypes of the five serious games (ie, Word game, Memory game, Category game, Space game, and Math game), gave detailed feedback, answered the System Usability Scale and Technology Acceptance Model (TAM) questionnaires, and applied think-aloud protocols during game play. Results The games’ standard and adaptive versions were analyzed in terms of average playtime and the number of false answers. Detailed analyses of the interviews, with word clouds and player performances, were also provided. The TAM questionnaires’ average and mean values and box plots of each data acquisition session for the children and the educators were also reported via System Usability Scale and TAM questionnaires. The TAM results of the educators had an average of 8.41 (SD 0.87) out of 10 in the first interview and an average of 8.71 (SD 0.64) out of 10 in the second interview. The children had an average of 9.07 (SD 0.56) out of 10 in the first interview. Conclusions Both the educators and the children with SpLD enjoyed playing the games, gave positive feedback, and suggested new ways for improvement. The results showed that these games provide thorough training material for different types of SpLD with personalized and tailored difficulty systems. The final version of the proposed games will become a part of the special education centers’ supplementary curriculum and training materials, making new enhancements and improvements possible in the future.


Author(s):  
Rebecca A. Grier ◽  
Katie Allanson ◽  
Aaron Bangor ◽  
Philip Kortum ◽  
Claudia Ziegler Acemyan ◽  
...  

This panel will discuss the System Usability Scale. Panelists all have extensive experience using the SUS within a broad range of contexts: diverse people (e.g., abilities, languages); different types of products; and different testing scenarios. Members of the audience will have the opportunity to ask questions about new research on the validity of the SUS in different environments as well as about lessons learned from practitioners using it to evaluate commercial products. Topics of specific interest to the authors are detailed within this paper.


2007 ◽  
Vol 2 (1.) ◽  
Author(s):  
Mirjana Lenček ◽  
Draženka Blaži ◽  
Jasmina Ivšac

The concept of lifelong learning as a kind of "new philosophy" of education has become one of the slogans in education reform in contemporary world. Such trend is particularly important from the standpoint of "users" of different types of systematic education, especially of children and people with specific learning difficulties. Knowledge, skills and abilities – what one is able to do; interest, tendencies, attitudes, habits, system of values – what one wants to do; dispositions – what one can do – a circle in which it is necessary to find ways to realize the rights of children with difficulties or other special needs to get education. The awareness about: - the fact that the problem exists – deviations from normal development in view of communication, language, speech, reading and writing, as well as in view of learning difficulties; - the phenomenon concerning specific difficulties and needs in children; - ways of obtaining help; - procedures for relieving the consequences of specific learning difficulties helps us realize the rights of children with diagnosed specific difficulties. Thus we can understand their specific needs, personal interests, needs and rights, particularly the right to participate (Convention on the Rights of the Child, 1989). Such understanding leads to declarative realization of the principle concerning the quality educational system for all – both equal and "less equal".


2018 ◽  
Vol 1 (2) ◽  
pp. 76-82
Author(s):  
I Dewa Gede Shunu Kendrawan ◽  
Duman Care Khrisne ◽  
Gede Sukadarmika

The low income of coffe farmers in Indonesia is  caused several factor, large production cost, non standart prices and high transport costs. In this paper we try to overcome this problem by establishing a geographic information system for coffe collectors, that will help farmers find an appropriate buyer with minimal shipping costs to maximized their profits. This research has been successfully implemented using Google Maps API for mapping the location and built as an Android based mobile devices application. Application on the side of the collectors can input different types of coffe prices to be purchased. While the system is on the side of farmers can search for  coffe collectors location. The test results using the system usability scale (SUS), the respondents gave a score on the farmer’s average of 74.7 and the side of the collector of 71.1 which means it has value adjective rating = excellent, grade scale = c and acceptability ranges = acceptable.


2021 ◽  
Vol 11 (15) ◽  
pp. 7157
Author(s):  
Francisco J. Rodríguez Lera ◽  
David Fernández González ◽  
Francisco Martín Rico ◽  
Ángel Manuel Guerrero-Higueras ◽  
Miguel Ángel Conde

Virtual desktops in cloud scenarios play a significant role in higher education. Nowadays, the idea of moving laboratories to the cloud seems mandatory and it is necessary to maintain students’ commitment in this new scenario. This paper aims at two targets, customizing a Virtual Desktop platform for delivering the laboratories of a programming course in a Computer Science Bachelor Degree and empirically apply the technology acceptance model and the system usability scale to a set of students that use it. Results obtained in this paper provide insights about the direct effect between the perceived ease of use, perceived usefulness, and attitude to technology following the technology acceptance model (TAM) as well as a comprehensive analysis of the system usability scale (SUS) of our platform.


2018 ◽  
Vol 1 (2) ◽  
pp. 76-82
Author(s):  
I Dewa Gede Shunu Kendrawan ◽  
Duman Care Khrisne ◽  
Gede Sukadarmika

The low income of coffe farmers in Indonesia is  caused several factor, large production cost, non standart prices and high transport costs. In this paper we try to overcome this problem by establishing a geographic information system for coffe collectors, that will help farmers find an appropriate buyer with minimal shipping costs to maximized their profits. This research has been successfully implemented using Google Maps API for mapping the location and built as an Android based mobile devices application. Application on the side of the collectors can input different types of coffe prices to be purchased. While the system is on the side of farmers can search for  coffe collectors location. The test results using the system usability scale (SUS), the respondents gave a score on the farmer’s average of 74.7 and the side of the collector of 71.1 which means it has value adjective rating = excellent, grade scale = c and acceptability ranges = acceptable.


2021 ◽  
Vol 13 (3) ◽  
pp. e6498
Author(s):  
Fabiana Nascimento Benedik ◽  
Mariseth Carvalho De Andrade ◽  
Lêda Lima Da Silva ◽  
Adilson Mendes de Figueiredo Júnior ◽  
Anderson Bentes De Lima

Objetivo: Desenvolver e validar um aplicativo para cálculo de dose pediátrica na unidade de terapia intensiva pediátrica e urgência e emergência. Métodos: Trata-se de um estudo metodológico, descritivo, aplicado na modalidade de produção tecnológica. Resultados: Dez médicos pediatras utilizaram o aplicativo e posteriormente o avaliaram, segundo os critérios de layout, usabilidade, percepção de utilidade, facilidade de uso e utilidade percebida pela tecnologia, mediante a utilização de um questionário impresso baseado no System Usability Scale - SUS (Escala de Usabilidade de Sistema) e na Technology Acceptance Model - TAM (Modelo de Aceitação de Tecnologia). No geral, o software obteve 88,1% de aprovação pelos juízes, com 90,0% de aprovação no quesito usabilidade e facilidade de aprendizagem, e 85,8% para Utilidade do aplicativo. Conclusão: O aplicativo móvel CALCULEPED mostrou-se como uma tecnologia útil, prático e bem aceito pelos médicos pediatras, facilitando o cálculo de dose pediátrica nos serviços de urgência, emergência e unidade de terapia intensiva.


2019 ◽  
Vol 7 (1) ◽  
pp. 28-39
Author(s):  
Ani Zlateva

The article examines some modern deffinitions of system of difficulties in learning process which children and students experience. Тhe main understanding of the educational difficulties and the children experiencing them have outlined. The creative potential these children have is presented by the studies of authors from different countries. The development of their giftedness and talent in different art fields could be used as means of improving their learning abilities in various school subjects, in which they experience difficulties.


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