2016 IEEE 16th International Conference on Advanced Learning Technologies (ICALT) 2016
DOI: 10.1109/icalt.2016.46
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Downtown, a Subway Adventure: Using Learning Analytics to Improve the Development of a Learning Game for People with Intellectual Disabilities

Abstract: In this paper we analyze the process of designing and developing a Serious Game intended to train people with intellectual disabilities in moving around a city using the public transportation system. The first step in our investigation is to understand the cognitive, psychological and motor abilities of our users and their specific needs. Secondly, we translated the characteristics of the players into user requirements, with adapted mechanics to improve the understanding and to increase the probability for the… Show more

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Cited by 14 publications
(15 citation statements)
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“…However, this seems to be improving to some extent, see e.g. [41] where learning analytics were applied to understand how players learn by analysing how they were actually playing. Finally, there is research about design of accessible games.…”
Section: Inclusive Game Design Researchmentioning
confidence: 99%
“…However, this seems to be improving to some extent, see e.g. [41] where learning analytics were applied to understand how players learn by analysing how they were actually playing. Finally, there is research about design of accessible games.…”
Section: Inclusive Game Design Researchmentioning
confidence: 99%
“…Cano et al . () embedded a learning analytics model within the game, Downtown: A Subway Adventure , designed for learners with ID. The learning analytics captured included total time spent playing, progression and time elapsed without attaining a goal, which were then translated into user requirements.…”
Section: Opportunities and Challenges: A Psychological Perspectivementioning
confidence: 99%
“…Recent reviews of the use of SG by people with ID, Autism Spectrum Disorders or other developmental disabilities identify various opportunities and challenges in using SG to deliver education and training to support health and well‐being, social skills, emotional skills, independent living and online safety (Grossard et al, ; Noor, Shahbodin, & Pee, ; Tsikinas, Xinogalos, & Satratzemi, ; Zakari, Ma, & Simmons, ). For example, Cano, Fernández‐Manjón, and García‐Tejedor () classified games via learning outcomes with the aim of developing an evidence base to inform games design. The classification is built not only upon the explicit recognition of user needs and preferences, but also comprehensive user testing and longer term evaluation to assess the capacity of SG to build skills and support behaviour change over the longer term.…”
Section: Introductionmentioning
confidence: 99%
“…Some of the social aspects that are complex for them to master are also included (eg, interact with the subway operators if the transport pass does not work). Further information about the game design is available in a previous publication (Cano, Fern andez-Manj on, & Garc ıa-Tejedor, 2016).…”
Section: Practitioner Notesmentioning
confidence: 99%
“…However, more research is needed to sustain the suitability of these games to train users with cognitive impairments. Recent researches explored the effectiveness of the SG as learning mechanisms for users with intellectual disorders, obtaining positive outcomes in their investigations (Cano, Fern andez-Manj on, & Garc ıa-Tejedor, 2015;Chang, Kang, & Liu, 2014;Kwon & Lee, 2016) but most researches imply a very limited number of users and usually only feature in qualitative studies.…”
Section: Introductionmentioning
confidence: 99%