Abstract:A novel, low-cost, Arabic language tangible user interface (TUI)-based solution for teaching and reinforcing the concepts of planar shapes and their relationships to visually impaired (VI) children is presented. The solution employs a computer vision-based system to track tagged 3D-printed objects which children can manipulate to receive audio instructions and feedback in the context of various activities for learning progressively difficult shape concepts in a systematic manner. A graphical user interface (GU… Show more
“…Jafri et al leveraged computer vision-the AI-powered acquisition, processing, and analysis of digital images-to develop a system with 3D-printed objects which children with sight impairments can use for learning about geometric shapes [114]. Automatic object tracking and recognition via digital cameras has become a significantly more powerful technology in recent years, with competing algorithms from major vendors such as Google, Amazon, and Microsoft.…”
This paper presents a narrative review of the current practices in assessing learners’ cognitive abilities and the limitations of traditional intelligence tests in capturing a comprehensive understanding of a child’s learning potential. Referencing prior research, it explores the concept of dynamic assessment (DA) as a promising yet underutilised alternative that focuses on a child’s responsiveness to learning opportunities. The paper highlights the potential of novel technologies, in particular tangible user interfaces (TUIs), in integrating computational science with DA to improve the access and accuracy of assessment results, especially for children with communication support needs (CSN), as a catalyst for abetting critical communicative competencies. However, existing research in this area has mainly focused on the automated mediation of DA, neglecting the human element that is crucial for effective solutions in special education. A framework is proposed to address these issues, combining pedagogical and sociocultural elements alongside adaptive information technology solutions in an assessment system informed by user-centred design principles to fully support teachers/facilitators and learners with CSN within the special education ecosystem.
“…Jafri et al leveraged computer vision-the AI-powered acquisition, processing, and analysis of digital images-to develop a system with 3D-printed objects which children with sight impairments can use for learning about geometric shapes [114]. Automatic object tracking and recognition via digital cameras has become a significantly more powerful technology in recent years, with competing algorithms from major vendors such as Google, Amazon, and Microsoft.…”
This paper presents a narrative review of the current practices in assessing learners’ cognitive abilities and the limitations of traditional intelligence tests in capturing a comprehensive understanding of a child’s learning potential. Referencing prior research, it explores the concept of dynamic assessment (DA) as a promising yet underutilised alternative that focuses on a child’s responsiveness to learning opportunities. The paper highlights the potential of novel technologies, in particular tangible user interfaces (TUIs), in integrating computational science with DA to improve the access and accuracy of assessment results, especially for children with communication support needs (CSN), as a catalyst for abetting critical communicative competencies. However, existing research in this area has mainly focused on the automated mediation of DA, neglecting the human element that is crucial for effective solutions in special education. A framework is proposed to address these issues, combining pedagogical and sociocultural elements alongside adaptive information technology solutions in an assessment system informed by user-centred design principles to fully support teachers/facilitators and learners with CSN within the special education ecosystem.
“…Finally, depending on the chosen settings the element is manufactured by the printer using the fused deposition method (Mihasan, 2021). The student, once with the printed solid, can identify the areas in which he had doubts, in this way the error will be fed back without the need for the teacher to be able to gesticulate or orally explain the fault present in the drawing (Jafri et al, 2022). Thus, one of the greatest benefits of the proposed strategy consists in the direct interaction with the solid, the isometric view is a representation of a geometric solid in a plane considering that an angle of 60 grades that's why is not possible to rotate the graph, in that sense using the 3D printed element, the student with the solid could rotate the element from its three main axes from the top, the left side and the front as seen in Figure 4.A Another form of interaction that turns out to be a significant experience for the student consists of taking measurements of the printed object using a vernier, also gaining an additional skill related to metrology (Renner & Griesbeck, 2020), thus, the student is not only limited to obtaining isometric views but could also obtain information such as length and angles for a real solid, an activity that is highly practiced at an industrial level (Figure 4.B).…”
Using the 3D printing method as an engineering teaching tool has been intensifying and implemented throughout all the courses of the engineering career and even in research departments, this means that it not only fulfills the functions for those that were originally designed (manufacturing of parts) but as a support for the acquisition of other important skills in future engineers. The research has a quantitative approach, experimental design with a control and experimental group of 35 and 37 students respectively. For its execution, a pre-test and post-test have been used as instruments, which were applied to students of a Technical Drawing subject of the career of Mechanical-Electrical Engineering. The findings reveal that the proposed teaching strategy using 3D printed elements significantly improves the level of abstraction for the generation of orthogonal projections. After the experiment, the control group showed an improvement in average grades of 20.3%, this indicates that the application of traditional teaching improves the level of abstraction. In the case of the experimental group, a higher average of the grades was obtained with a 30.8% improvement, which means that the students felt more comfortable with the proposed teaching strategy. On the other hand, the proposal was well received by the students who participated in the session, as they stated through the satisfaction survey that they were 90% between satisfied and very satisfied.
Received: 4 May 2023 / Accepted: 23 July 2023 / Published: 5 September 2023
The present study investigates the use of gamification to foster commitment and engagement among users with disabilities. Two case studies demonstrating the application of gamification are provided. The first is the development of an application to teach a blind person Mexican currency, and the second one is the creation of an application to aid individuals with autism spectrum disorder (ASD) in navigating their environment. The study reveals that universal design for learning principles can be used indirectly to adjust apps for users to utilize the software consistently. This study provides preliminary evaluations for both case studies, which were undertaken with relatively small samples. The first case study revealed that three blind individuals who took part in the review scored an average of 91.7 on the system usability scale. At the same time, the second case study involving the observation of a single individual with ASD also revealed that utilizing the designed app improved performance. Despite the limited sample size, the findings suggest that gamification may effectively encourage and generate commitment among the users with disabilities.
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