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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Published in | Design, User Experience, and Usability: Novel User Experiences Vol. 9747; pp. 311 - 321 |
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Main Authors | , , , |
Format | Book Chapter |
Language | English |
Published |
Switzerland
Springer International Publishing AG
2016
Springer International Publishing |
Series | Lecture Notes in Computer Science |
Subjects | |
Online Access | Get full text |
ISBN | 9783319403540 3319403540 |
ISSN | 0302-9743 1611-3349 |
DOI | 10.1007/978-3-319-40355-7_30 |
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Abstract | 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. |
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AbstractList | 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. |
Author | Sombrio, Graziela Schimmelpfeng, Leonardo Enrico Ulbricht, Vânia Ribas Villarouco, Vilma |
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RelatedPersons | Kleinberg, Jon M. Mattern, Friedemann Naor, Moni Mitchell, John C. Terzopoulos, Demetri Steffen, Bernhard Pandu Rangan, C. Kanade, Takeo Kittler, Josef Weikum, Gerhard Hutchison, David Tygar, Doug |
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SubjectTerms | Accessibility Design thinking Gamification Theory of flow User interface design & usability |
Title | Gamification in Education Through Design Thinking |
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