Galaxy Shop: Projection-Based Numeracy Game for Teenagers with Down Syndrome

Teenagers with Down syndrome face difficulties in acquiring new skills specially in the tasks that need high cognitive abilities. In the recent years, serious games showed to be a promising assistive mean in the field of education. Augmented Reality (AR) technology is a growing research area that could be achieved by different ways for many purposes. The main focus of this study is investigating the effect of using a projection based game for Down syndrome teenagers in an educational context. This was done through implementing a game that aims at enhancing their numeracy skills for financially independent living. The developed interactive surface game was tested with a number of Down syndrome teenagers, and its effect on their learning outcomes was compared to the effect of the same game played on the normal technological mean they receive, namely the personal computers.

[1]  Steve Howard,et al.  The ebb and flow of online learning , 2005, Comput. Hum. Behav..

[2]  Jyh-Chong Liang,et al.  Current status, opportunities and challenges of augmented reality in education , 2013, Comput. Educ..

[3]  Jesse Fox,et al.  Assessing the effects of gamification in the classroom: A longitudinal study on intrinsic motivation, social comparison, satisfaction, effort, and academic performance , 2015, Comput. Educ..

[4]  Patricia Logan Oelwein,et al.  Teaching Reading to Children with Down Syndrome: A Guide for Parents and Teachers. Topics in Down Syndrome. , 1995 .

[5]  R Faragher,et al.  Numeracy for adults with Down syndrome: it's a matter of quality of life. , 2005, Journal of intellectual disability research : JIDR.

[6]  Slim Abdennadher,et al.  Super Alpha: Arabic Alphabet Learning Serious Game for Children with Learning Disabilities , 2016, JCSG.

[7]  Andrea Canessa,et al.  LEARNING TO COPE WITH STREET DANGERS: AN INTERACTIVE ENVIRONMENT FOR THE INTELLECTUALLY IMPAIRED , 2014 .

[8]  Mary Jo Dondlinger,et al.  Educational Video Game Design: A Review of the Literature , 2007 .

[9]  Carlos Delgado Kloos,et al.  Impact of an augmented reality system on students' motivation for a visual art course , 2013, Comput. Educ..

[10]  Janet C. Read,et al.  Serious games in education , 2015, EAI Endorsed Trans. Serious Games.

[11]  Chris Dede,et al.  Affordances and Limitations of Immersive Participatory Augmented Reality Simulations for Teaching and Learning , 2009 .

[12]  Yasin Ozarslan,et al.  Augmented Reality in Education: Current Technologies and the Potential for Education , 2012 .

[13]  Elliot Soloway,et al.  More than just fun and games: assessing the value of educational video games in the classroom , 2004, CHI EA '04.

[14]  Kazunori Sugiura,et al.  Design and evaluation of educational kinesthetic game to encourage collaboration for kindergarten children , 2015, Advances in Computer Entertainment.

[15]  Hala H. Zayed,et al.  ARSC: Augmented Reality Student Card , 2010, 2010 International Computer Engineering Conference (ICENCO).

[16]  Youngkyun Baek,et al.  Not just fun, but serious strategies: Using meta-cognitive strategies in game-based learning , 2009, Comput. Educ..

[17]  William R. Swartout,et al.  Making a game of system design , 2003, CACM.

[18]  J. M. Ortega-Tudela,et al.  Computer-assisted teaching and mathematical learning in Down Syndrome children , 2006, J. Comput. Assist. Learn..

[19]  M. Csíkszentmihályi,et al.  The Concept of Flow , 2014 .

[20]  J. McGonigal Reality Is Broken: Why Games Make Us Better and How They Can Change the World , 2011 .