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Data-Driven Iterative-Evolution-Participatory Design Model on Motion-Based Science Educational Application for ADHD Learners

机译:基于运动的多动症学习者基于科学的教育应用数据驱动的迭代进化参与设计模型

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Deficit Hyperactivity Disorder (ADHD) learners are identified as having problems in learning due to their distinctive characteristics of hyperactivity and inability to give attention to learning. Gamification technology, especially motion-based gamification application, specifically designed for ADHD learners can have significant promise for individuals with ADHD. This paper focuses on the data-driven iterative design adopted on the development of the motion-based science educational application for ADHD learners (Sains-4SL) and its evaluation based on the effectiveness construct of this motion-based science educational application. The effectiveness of this motion-based science educational application was measured based various indicators such as: its leamability, students' attitude towards the application; and the science literacy aspects of the students after experiencing using the application. The data-driven iterative-participatory design approach which underwent many rounds of iterations, was found to be effective in the design and development of the application as these iterations, contributed to a more accurate specification requirements for the ADHD learners. The evaluation conducted found that the motion-based science educational application (Sains-4SL) was positively effective in supporting ADHD learners learn science.
机译:缺乏多动症(ADHD)学习者由于其多动症的独特特征和无法专注于学习而被认为在学习中存在问题。游戏化技术,特别是基于运动的游戏化应用程序,是专为多动症学习者设计的,它可以为患有多动症的人带来巨大的希望。本文着重研究基于数据驱动的迭代设计,该模型在针对运动障碍的多动症学习者(Sains-4SL)的科学教育应用程序的开发中采用,并基于这种基于运动的科学教育应用程序的有效性构造进行了评估。基于各种指标评估了这种基于运动的科学教育应用程序的有效性,这些指标包括:其可渗透性,学生对应用程序的态度,对应用程序的态度。以及使用该应用程序后学生的科学素养方面。数据驱动的迭代参与式设计方法经历了许多轮迭代,被发现在应用程序的设计和开发中是有效的,因为这些迭代有助于为ADHD学习者提供更准确的规范要求。进行的评估发现,基于运动的科学教育应用程序(Sains-4SL)在支持ADHD学习者学习科学方面发挥了积极作用。

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