TY - JOUR
T1 - Engaging Adolescents with Down Syndrome in an Educational Video Game
AU - González-Ferreras, César
AU - Escudero-Mancebo, David
AU - Corrales-Astorgano, Mario
AU - Aguilar-Cuevas, Lourdes
AU - Flores-Lucas, Valle
PY - 2017/9/2
Y1 - 2017/9/2
N2 - This article describes the design, implementation and evaluation of an educational video game that helps individuals with Down syndrome to improve their speech skills, specifically those related to prosody. Special attention has been paid to the design of the user interface, taking into account the cognitive, learning, and attentional limitations of people with Down syndrome. The learning content is conveyed by activities of production and perception of prosodic phenomena, aimed at increasing their communicative competence. These activities are introduced within the narrative of a video game so that the players do not conceive the tool as a mere succession of learning activities, but so that they learn and improve their speech while playing. The evaluation strategy that has been followed involves real users and combines different evaluation activities. Results show a high level of acceptance by participants and also by professionals, speech therapists, and special education teachers.
AB - This article describes the design, implementation and evaluation of an educational video game that helps individuals with Down syndrome to improve their speech skills, specifically those related to prosody. Special attention has been paid to the design of the user interface, taking into account the cognitive, learning, and attentional limitations of people with Down syndrome. The learning content is conveyed by activities of production and perception of prosodic phenomena, aimed at increasing their communicative competence. These activities are introduced within the narrative of a video game so that the players do not conceive the tool as a mere succession of learning activities, but so that they learn and improve their speech while playing. The evaluation strategy that has been followed involves real users and combines different evaluation activities. Results show a high level of acceptance by participants and also by professionals, speech therapists, and special education teachers.
UR - http://www.scopus.com/inward/record.url?scp=85011689007&partnerID=8YFLogxK
U2 - 10.1080/10447318.2017.1278895
DO - 10.1080/10447318.2017.1278895
M3 - Article
SN - 1044-7318
VL - 33
SP - 693
EP - 712
JO - International Journal of Human-Computer Interaction
JF - International Journal of Human-Computer Interaction
IS - 9
ER -