Inclusive AR-games for Education of Deaf Children: Challenges and Opportunities.
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| Title: | Inclusive AR-games for Education of Deaf Children: Challenges and Opportunities. |
|---|---|
| Authors: | Westin, Thomas1 thomasw@dsv.su.se, Carlos Neves, José2 p1568@ulusofona.pt, Mozelius, Peter3 Peter.Mozelius@miun.se, Sousa, Carla2 carla.patricia.sousa@ulusofona.pt, Mantovan, Lara4 laramantovan@unive.it |
| Source: | Proceedings of the European Conference on Games Based Learning. 2022, p597-604. 8p. |
| Subject Terms: | *Educational technology, *Active learning, *Gamification, *Deaf children, Augmented reality |
| Abstract: | Game-based learning has had a rapid development in the 21st century, attracting an increasing audience. However, inclusion of all is still not a reality in society, with accessibility for deaf and hard of hearing children as a remaining challenge. To be excluded from learning due to communication barriers can have severe consequences for further studies and work. Based on previous research Augmented Reality (AR) games can be joyful learning tools that include activities with different sign languages, but AR based learning games for deaf and hard of hearing lack research. This paper aims to present opportunities and challenges of designing inclusive AR games for education of deaf children. Methods involved conducting a scoping review of previous studies about AR for deaf people. Experts were involved as co-authors for in-depth understanding of sign languages and challenges for deaf people. A set of AR input and output techniques were analysed for appropriateness, and various AR based game mechanics were compared. Results indicate that inclusive AR gameplay for deaf people could be built on AR based image and object tracking, complemented with sign recognition. These technologies provide input from the user and the real-world environment typically via the camera to the app. Scene tracking and GPS can be used for location-based game mechanics. Output to the user can be done via local signed videos ideally, but also with images and animations. Moreover, a civic intelligence approach can be applied to overcome many of the challenges that have been identified in five dimensions for inclusion of deaf people i.e., cultural, educational, psycho-social, semantic, and multimodal. The input from trusted, educated signers and teachers can enable the connection between real world objects and signed videos to provide explanations of concepts. The conclusion is that the development of an inclusive, multi-language AR game for deaf people needs to be carried out as an international collaboration, addressing all five dimensions. [ABSTRACT FROM AUTHOR] |
| Copyright of Proceedings of the European Conference on Games Based Learning is the property of Academic Conferences & Publishing International Ltd. and its content may not be copied or emailed to multiple sites without the copyright holder's express written permission. Additionally, content may not be used with any artificial intelligence tools or machine learning technologies. However, users may print, download, or email articles for individual use. This abstract may be abridged. No warranty is given about the accuracy of the copy. Users should refer to the original published version of the material for the full abstract. (Copyright applies to all Abstracts.) | |
| Database: | Education Research Complete |
| FullText | Links: – Type: pdflink Text: Availability: 0 |
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| Header | DbId: ehh DbLabel: Education Research Complete An: 159966601 AccessLevel: 6 PubType: Conference PubTypeId: conference PreciseRelevancyScore: 0 |
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| Items | – Name: Title Label: Title Group: Ti Data: Inclusive AR-games for Education of Deaf Children: Challenges and Opportunities. – Name: Author Label: Authors Group: Au Data: <searchLink fieldCode="AR" term="%22Westin%2C+Thomas%22">Westin, Thomas</searchLink><relatesTo>1</relatesTo><i> thomasw@dsv.su.se</i><br /><searchLink fieldCode="AR" term="%22Carlos+Neves%2C+José%22">Carlos Neves, José</searchLink><relatesTo>2</relatesTo><i> p1568@ulusofona.pt</i><br /><searchLink fieldCode="AR" term="%22Mozelius%2C+Peter%22">Mozelius, Peter</searchLink><relatesTo>3</relatesTo><i> Peter.Mozelius@miun.se</i><br /><searchLink fieldCode="AR" term="%22Sousa%2C+Carla%22">Sousa, Carla</searchLink><relatesTo>2</relatesTo><i> carla.patricia.sousa@ulusofona.pt</i><br /><searchLink fieldCode="AR" term="%22Mantovan%2C+Lara%22">Mantovan, Lara</searchLink><relatesTo>4</relatesTo><i> laramantovan@unive.it</i> – Name: TitleSource Label: Source Group: Src Data: <searchLink fieldCode="JN" term="%22Proceedings+of+the+European+Conference+on+Games+Based+Learning%22">Proceedings of the European Conference on Games Based Learning</searchLink>. 2022, p597-604. 8p. – Name: Subject Label: Subject Terms Group: Su Data: *<searchLink fieldCode="DE" term="%22Educational+technology%22">Educational technology</searchLink><br />*<searchLink fieldCode="DE" term="%22Active+learning%22">Active learning</searchLink><br />*<searchLink fieldCode="DE" term="%22Gamification%22">Gamification</searchLink><br />*<searchLink fieldCode="DE" term="%22Deaf+children%22">Deaf children</searchLink><br /><searchLink fieldCode="DE" term="%22Augmented+reality%22">Augmented reality</searchLink> – Name: Abstract Label: Abstract Group: Ab Data: Game-based learning has had a rapid development in the 21st century, attracting an increasing audience. However, inclusion of all is still not a reality in society, with accessibility for deaf and hard of hearing children as a remaining challenge. To be excluded from learning due to communication barriers can have severe consequences for further studies and work. Based on previous research Augmented Reality (AR) games can be joyful learning tools that include activities with different sign languages, but AR based learning games for deaf and hard of hearing lack research. This paper aims to present opportunities and challenges of designing inclusive AR games for education of deaf children. Methods involved conducting a scoping review of previous studies about AR for deaf people. Experts were involved as co-authors for in-depth understanding of sign languages and challenges for deaf people. A set of AR input and output techniques were analysed for appropriateness, and various AR based game mechanics were compared. Results indicate that inclusive AR gameplay for deaf people could be built on AR based image and object tracking, complemented with sign recognition. These technologies provide input from the user and the real-world environment typically via the camera to the app. Scene tracking and GPS can be used for location-based game mechanics. Output to the user can be done via local signed videos ideally, but also with images and animations. Moreover, a civic intelligence approach can be applied to overcome many of the challenges that have been identified in five dimensions for inclusion of deaf people i.e., cultural, educational, psycho-social, semantic, and multimodal. The input from trusted, educated signers and teachers can enable the connection between real world objects and signed videos to provide explanations of concepts. The conclusion is that the development of an inclusive, multi-language AR game for deaf people needs to be carried out as an international collaboration, addressing all five dimensions. [ABSTRACT FROM AUTHOR] – Name: AbstractSuppliedCopyright Label: Group: Ab Data: <i>Copyright of Proceedings of the European Conference on Games Based Learning is the property of Academic Conferences & Publishing International Ltd. and its content may not be copied or emailed to multiple sites without the copyright holder's express written permission. Additionally, content may not be used with any artificial intelligence tools or machine learning technologies. However, users may print, download, or email articles for individual use. This abstract may be abridged. No warranty is given about the accuracy of the copy. Users should refer to the original published version of the material for the full abstract.</i> (Copyright applies to all Abstracts.) |
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| RecordInfo | BibRecord: BibEntity: Identifiers: – Type: doi Value: 10.34190/ecgbl.16.1.588 Languages: – Code: eng Text: English PhysicalDescription: Pagination: PageCount: 8 StartPage: 597 Subjects: – SubjectFull: Educational technology Type: general – SubjectFull: Active learning Type: general – SubjectFull: Gamification Type: general – SubjectFull: Deaf children Type: general – SubjectFull: Augmented reality Type: general Titles: – TitleFull: Inclusive AR-games for Education of Deaf Children: Challenges and Opportunities. Type: main BibRelationships: HasContributorRelationships: – PersonEntity: Name: NameFull: Westin, Thomas – PersonEntity: Name: NameFull: Carlos Neves, José – PersonEntity: Name: NameFull: Mozelius, Peter – PersonEntity: Name: NameFull: Sousa, Carla – PersonEntity: Name: NameFull: Mantovan, Lara IsPartOfRelationships: – BibEntity: Dates: – D: 01 M: 01 Text: 2022 Type: published Y: 2022 Identifiers: – Type: issn-print Value: 20490992 Titles: – TitleFull: Proceedings of the European Conference on Games Based Learning Type: main |
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