Gamification in Education Through Design Thinking

When thinking of inclusive education, it is necessary to consider that schools and teachers must utilize appropriate didactical materials that suit the students’ needs. For some subjects, such as Geometry, the vision is the most utilized sense. However, as much as it is an important sense that helps...

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Bibliographic Details
Published inDesign, User Experience, and Usability: Novel User Experiences Vol. 9747; pp. 311 - 321
Main Authors Sombrio, Graziela, Schimmelpfeng, Leonardo Enrico, Ulbricht, Vânia Ribas, Villarouco, Vilma
Format Book Chapter
LanguageEnglish
Published Switzerland Springer International Publishing AG 2016
Springer International Publishing
SeriesLecture Notes in Computer Science
Subjects
Online AccessGet full text
ISBN9783319403540
3319403540
ISSN0302-9743
1611-3349
DOI10.1007/978-3-319-40355-7_30

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Summary:When thinking of inclusive education, it is necessary to consider that schools and teachers must utilize appropriate didactical materials that suit the students’ needs. For some subjects, such as Geometry, the vision is the most utilized sense. However, as much as it is an important sense that helps to understand the concepts better, it can become an obstacle when the student has a visual disability. The same thing occurs with hearing disability when utilizing learning objects that contain multimedia resources. The main purpose of this work is to discuss the creation of a gamified object of accessible learning that presents the principles of design thinking. In order to achieve this goal, a literature review has been made, mainly focused on accessibility, gamification and design thinking, considering the accessibility guidelines for LOs presented by Macedo. As a result, besides the initially proposed objectives, it was also possible to relate the concepts approached by the Theory of Flow.
ISBN:9783319403540
3319403540
ISSN:0302-9743
1611-3349
DOI:10.1007/978-3-319-40355-7_30