2019
DOI: 10.1111/exsy.12470
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Toc‐Tum mini‐games: An educational game accessible for deaf culture based on virtual reality

Abstract: Human hearing is an important sense, which complements the other senses, and is essential for children to begin to acquire basic concepts of the world; however, in severe cases of disability, children become marginalized from these benefits. An example of this is with music, a deaf individual is to be able to perceive it. With this in mind, we developed a novel medical expert system based on virtual reality, called Toc-Tum mini-games, applying basic concepts of music in an accessible way to the deaf culture. T… Show more

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Cited by 11 publications
(8 citation statements)
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References 23 publications
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“…The Objects of the reviewed studies were to enhance learners' (a) particular skills, including motor skills (e.g., Contreras et al, 2019 ; Lau et al, 2020 ), cognitive skills (e.g., Ojeda-Castelo et al, 2018 ; Avila-Pesantez et al, 2019 ), engagement and attention (e.g., Jung and Sainato, 2015 ); visual skills (e.g., RuŽičková and Hordějčuková, 2015 ) and listening skills (e.g., Hatzigiannakoglou and Okalidou, 2019 ); (b) social interaction (e.g., Bernardini et al, 2014 ; Al Mahmud and Soysa, 2020 ); and (c) learning outcomes, which include science, technology, engineering and mathematics (STEM, e.g., Bakker et al, 2016 ), reading (e.g., Görgen et al, 2020 ), music (e.g., Chaves et al, 2021 ), and languages (e.g., Pontes et al, 2020 ).…”
Section: Resultsmentioning
confidence: 99%
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“…The Objects of the reviewed studies were to enhance learners' (a) particular skills, including motor skills (e.g., Contreras et al, 2019 ; Lau et al, 2020 ), cognitive skills (e.g., Ojeda-Castelo et al, 2018 ; Avila-Pesantez et al, 2019 ), engagement and attention (e.g., Jung and Sainato, 2015 ); visual skills (e.g., RuŽičková and Hordějčuková, 2015 ) and listening skills (e.g., Hatzigiannakoglou and Okalidou, 2019 ); (b) social interaction (e.g., Bernardini et al, 2014 ; Al Mahmud and Soysa, 2020 ); and (c) learning outcomes, which include science, technology, engineering and mathematics (STEM, e.g., Bakker et al, 2016 ), reading (e.g., Görgen et al, 2020 ), music (e.g., Chaves et al, 2021 ), and languages (e.g., Pontes et al, 2020 ).…”
Section: Resultsmentioning
confidence: 99%
“…Both objective (e.g., Sitra et al, 2017 ) and subjective measures (e.g., Al Mahmud and Soysa, 2020 ) were used when evaluating learners' interest (e.g., Sari et al, 2019 ), engagement (e.g., Cassar and Jang, 2010 ), psychomotor and cognitive development (e.g., Karal et al, 2010 ), and language development (e.g., Malekian and Askari, 2013 ). The usability (e.g., Ghanouni et al, 2020 ), effectiveness (e.g., Goker et al, 2016 ), and accessibility (e.g., Chaves et al, 2021 ) of game-based learning were also examined using selected measuring scales.…”
Section: Resultsmentioning
confidence: 99%
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“…Joint (2005) argued for focusing on customer service improvements rather than technological solutions. Current work in the field of XR accessibility has focused on developer toolkits and software plugins (e.g., Accessibility Toolkit For Unity , 2021; UI Accessibility Plugin [UAP] , 2021; WalkinVR , n.d.; Zhao et al, 2019), and on finding ways of using XR for therapeutic or pedagogical benefits (e.g., Chaves et al, 2021; Garzotto et al, 2018, 2017; Kellems et al, 2021; McMahon et al, 2020; Yiannoutsou et al, 2021).…”
Section: Literature Review and Backgroundmentioning
confidence: 99%
“…The second paper by Chaves et al (2019) has developed a novel medical expert system based on virtual reality, called Toc-Tum mini-games, applying basic concepts of music in an accessible way to the deaf culture. The intelligent proposed method is validated in two different tests: (a) with the target audience to evaluate the interest in the game and (b) with professionals knowledgeable in the field of music or who have had contact with the deaf, evaluate the impact of the game teaching music to the deaf.…”
mentioning
confidence: 99%