We have adopted the serious game perspective to design, develop, and test a prototypal application, in a virtual world, aimed at teaching children affected by Down Syndrome how to read a clock. The main idea has been to offer them a new and intriguing learning environment to reduce the sense of frustration they often are burdened with during educational activities. In particular, an approach based on serious gaming has been coupled with the Feuerstein’s method, which is currently spreading as an effective support to teaching activities aimed at impaired kids. The prototype has been developed adopting a playcentric process and has been tested with a group of children who were unable to read the time.

Learning in virtual worlds: a new path for supporting cognitive impaired children / L.A. Ripamonti, D. Maggiorini - In: Foundations of augmented cognition : directing the future of adaptive systems : 6th international conference, FAC 2011, held as part of HCI International 2011, Orlando, FL, USA, July 9-14, 2011 : proceedings / [a cura di] D.D. Schmorrow, C.M. Fidopiastis. - Berlin : Springer, 2011. - ISBN 9783642218514. - pp. 462-471 (( Intervento presentato al 6. convegno International Conference on Foundations of Augmented Cognition tenutosi a Orlando, Florida, USA nel 2011 [10.1007/978-3-642-21852-1_53].

Learning in virtual worlds: a new path for supporting cognitive impaired children

L.A. Ripamonti
Primo
;
D. Maggiorini
Ultimo
2011

Abstract

We have adopted the serious game perspective to design, develop, and test a prototypal application, in a virtual world, aimed at teaching children affected by Down Syndrome how to read a clock. The main idea has been to offer them a new and intriguing learning environment to reduce the sense of frustration they often are burdened with during educational activities. In particular, an approach based on serious gaming has been coupled with the Feuerstein’s method, which is currently spreading as an effective support to teaching activities aimed at impaired kids. The prototype has been developed adopting a playcentric process and has been tested with a group of children who were unable to read the time.
augmented cognition; Down Syndrome; healthcare; serious games; usability; videogames; virtual world
Settore INF/01 - Informatica
2011
Book Part (author)
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Utilizza questo identificativo per citare o creare un link a questo documento: https://hdl.handle.net/2434/158849
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