Implementing Gamification for Blind and Autistic People with Tangible Interfaces, Extended Reality, and Universal Design for Learning: Two Case Studies

被引:6
|
作者
Aguiar, Luis Roberto Ramos [1 ]
Rodriguez, Francisco Javier Alvarez [1 ]
Aguilar, Jesus Roldan Madero [2 ]
Plascencia, Valeria Navarro [3 ]
Mendoza, Luisa Maria Pena [4 ]
Valdez, Jose Rodrigo Quintero [3 ]
Pech, Juan Roman Vazquez [5 ]
Leon, Adriana Mendieta [6 ]
Ortiz, Luis Eloy Lazcano [7 ]
机构
[1] Univ Autonoma Aguascalientes, Dept Ciencias Comp, Aguascalientes 20100, Mexico
[2] Univ Autonoma Nayarit, Fac Econ, Tepic 63000, Mexico
[3] Univ Guadalajara, Ctr Univ Ciencias Exactas & Ingn, Guadalajara 44100, Mexico
[4] Univ Guadalajara, Ctr Univ Ciencias Econ Adm, Guadalajara 44100, Mexico
[5] Inst Politecn Nacl, Unidad Profes Interdisciplinaria Ingn Tecnol Avan, Ciudad de Mexico 07340, Mexico
[6] Benemerita Univ Autonoma Puebla, Fac Ciencias Comp, Tepic 63000, Mexico
[7] Univ Autonoma Baja Calif, Fac Ciencias Quim & Ingn, Tijuana 22390, Mexico
来源
APPLIED SCIENCES-BASEL | 2023年 / 13卷 / 05期
关键词
gamification; blind user; autism spectrum disorder; tangible user interface; extended reality; USER-INTERFACE; CHILDREN;
D O I
10.3390/app13053159
中图分类号
O6 [化学];
学科分类号
0703 ;
摘要
Featured Application Two case studies are presented in which gamification is implemented with tangible user interfaces, extended reality and universal design for the learning of blind and autistic people. The present study investigates the use of gamification to foster commitment and engagement among users with disabilities. Two case studies demonstrating the application of gamification are provided. The first is the development of an application to teach a blind person Mexican currency, and the second one is the creation of an application to aid individuals with autism spectrum disorder (ASD) in navigating their environment. The study reveals that universal design for learning principles can be used indirectly to adjust apps for users to utilize the software consistently. This study provides preliminary evaluations for both case studies, which were undertaken with relatively small samples. The first case study revealed that three blind individuals who took part in the review scored an average of 91.7 on the system usability scale. At the same time, the second case study involving the observation of a single individual with ASD also revealed that utilizing the designed app improved performance. Despite the limited sample size, the findings suggest that gamification may effectively encourage and generate commitment among the users with disabilities.
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页数:17
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