Engineering the User Interface 2008
DOI: 10.1007/978-1-84800-136-7_7
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Science Learning in Blind Children through Audio-Based Games

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Cited by 13 publications
(9 citation statements)
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“…This implied the playful learning context was actually more effective than the informative story after which children with VIs remembered 21% of the facts, which equalled a knowledge gain of 14% compared with baseline. In line with previous studies, these results indicate that the augmentation of objects can encourage exploration and playful implicit learning during meaningful activities (Jonassen & Hernandez-Serrano, 2002;Facer et al, 2004;Hinske et al, 2010;J. Sánchez & Elías, 2007;Kabátová, Jašková, Leck, & Laššáková, 2012;Kangas, 2010;Lozano et al, 2018;Price et al, 2003).…”
Section: Discussionsupporting
confidence: 90%
See 1 more Smart Citation
“…This implied the playful learning context was actually more effective than the informative story after which children with VIs remembered 21% of the facts, which equalled a knowledge gain of 14% compared with baseline. In line with previous studies, these results indicate that the augmentation of objects can encourage exploration and playful implicit learning during meaningful activities (Jonassen & Hernandez-Serrano, 2002;Facer et al, 2004;Hinske et al, 2010;J. Sánchez & Elías, 2007;Kabátová, Jašková, Leck, & Laššáková, 2012;Kangas, 2010;Lozano et al, 2018;Price et al, 2003).…”
Section: Discussionsupporting
confidence: 90%
“…This implied the playful learning context was actually more effective than the informative story after which children with VIs remembered 21% of the facts, which equalled a knowledge gain of 14% compared with baseline. In line with previous studies, these results indicate that the augmentation of objects can encourage exploration and playful implicit learning during meaningful activities (Jonassen & Hernandez‐Serrano, ; Facer et al, ; Hinske et al, ; J. Sánchez & Elías, ; Kabátová, Jašková, Leckỳ, & Laššáková, ; Kangas, ; Lozano et al, ; Price et al, ). Although children did not hear all the factual knowledge that was presented in the story when they played with the augmented toy, they did have the opportunity to repeatedly listen to facts they found interesting, which is known to be important for retention (Hulstijn, ).…”
Section: Discussionsupporting
confidence: 90%
“…There has been a growing interest in interactive storytelling in the field of HCI over the last ten years [9,11]. In the recent literature, tangible storytelling systems illustrate how children can collaborate to create and share stories using physical objects embedded with digital capabilities [13,20]. Examples of other types of systems include online story editors and virtual environments [5], mobile devices [6] and robots [19].…”
Section: Related Workmentioning
confidence: 99%
“…Finally, some previously developed videogames were taken into account as a reference for some characteristics to consider and incorporate into the proposed engine and the videogame prototypes developed. Link [18] and The Natomy's Journey [20] are RPG videogames that present a simple level of play in which the player exchanges items during the development of the videogame in order to fulfill his/her mission in the context of an educational objective. On the other hand, BuinZoo and Museo [18] are software programs for Pocket PC and Classmate computers that consist of a quiz-type videogame that are developed while at a visit to the zoo or a museum; questions on the different issues are asked, and the information necessary to answer the questions are located within the physical environment that is being visited, which is an interesting support characteristic for a mobile phone-based videogame.…”
Section: Literature Reviewmentioning
confidence: 99%