Second project: Educative game for blind children

From Control Systems Technology Group
Jump to navigation Jump to search

0LAUK0: Robots Everywhere Group 2

Group members

  • Yngwie Baron (0936539)
  • Axel Deenen (0947031)
  • Moos Müller (0936214)
  • Dimitar Nikolov (1000095)
  • Wybe van Vlokhoven (0914565)

Project definition

Problem statement

There are not many resources or convenient ways to practice math and mathematics related skills for blind people. Overall, they have less reading resources that provide an adequate explanation. This is not necessarily a problem of the books themselves, but the fact that without a way to visually represent math and observe the whole exercise it becomes very tedious for them to do problem solving effectively. Take for example geometry or longer and more complicated functions that need solving. The lack of visual aid makes the task much more harder and with most people impossible as it requires you to remember information you would otherwise be able to look back at. Those reasons make it less appealing to young children to learn math and math related sciences. This leads to unfamiliarity with math among blind people.

Users

Primarily blind children in the age of 6-14 years (but it can be used by blind people of all age groups)

End product

Idea of a game for smartphone/tablet in combination with an Optalec Easylink 12 Touch which teaches children nemeth braille code and engages them in a competitive learning environment. It gives the users an opportunity to do mathematical exercises in a time based environment where they compete with other users over who can answer the question the fastest. This way it promotes the learning of math while at the same time giving a more easy and pleasing way to do it.

Approach

The way the final product is made consists of several stages. In the first stage knowledge is gathered. During this stage sources will be found on fields of educational benefits of games, games for blind people but also the way mathematics is taught to the blind. Interviews with an expert on the field of educating blind people will give insight into the possible requirements for the device. During this stage the things that the device should be able to do are defined. After all the requirements are quantified and the desired abilities are listed the second stage can begin. The second stage will be focused on writing the software necessary to fit the requirements. The final product would be an app that will run on a smartphone connected to some sort of device able to show braille. But for the moment it is enough to simulate the final device’s workings on a laptop since it is easily adapted to work with a smartphone. The final stage would be the testing phase. During this stage it is checked if all the requirements are met and everything works.

Results from literature research

After conducting a vast literature research, a brief summary of all articles and patents deemed relevant has been made. These summaries are listed below.

Preparation in and use of the Nemeth braille code for mathematics by teachers of students with visual impairments [1]


Digital Games in Education : The Design of Games-Based Learning Environments [2]


Proceedings of the 3rd international conference on disability , virtual reality and associated technologies [3]


Science Learning by Blind Children through Audio-Based Interactive Software [4]


Learning through games [5]

Planning

Below is a shown the planning. If a cell is colored green, it means that the task presented in the same row should be done in the week of the same column. In red are shown the milestones.

Research

Solution

Discussion

Conclusion

References

  1. Amato, S., & Rosenblum, L. (2004). Preparation in and use of the Nemeth braille code for mathematics by teachers of students with visual impairments. Journal of Visual Impairment & Blindness (JVIB), 98(8), 1–25. Retrieved from http://www.afb.org/JVIB/jvib980804.asp
  2. Gros, B. (2007). Digital Games in Education : The Design of Games-Based Learning Environments. Journal of Research on Technology in Education, 40(1), 23–38.
  3. Version, P., & Proceedings, C. (2000). Proceedings of the 3rd international conference on disability , virtual reality and associated technologies ( ICDVRAT 2000 ).
  4. Sánchez, J., & Elías, M. (2007). Science learning by blind children through audio-based interactive software. Annual Review of CyberTherapy and Telemedicine, 157.
  5. Hoffmann, L. (2009). Learning through games. Communications of the ACM, 52(8), 21. https://doi.org/10.1145/1536616.1536624

Coaching Questions Group 2