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Learning Object Design for Teaching Descriptive Geometry: A Study from the Perspective of Gamification and Accessibility

机译:描述性几何教学的学习对象设计:游戏化和可及性视角的研究

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Technology has enabled significant advances in the distribution of information for education. With the Internet the information was available to the global context immediately through computer networks. To treat the contents and structure the information for education groups of researchers and developers worked to create groups of information entitled Learning Objects. This paper demonstrates the re-design of a learning object, in order to adjust it to criteria of gamification and accessibility. The methodological process consisted of: defining the project requirements and the structuring of a storyboard for the collaborative development of learning objects (Braga 2015b; Kethure 2010). Thus, the proposed interface incorporates playful elements for presentation of immersive and interactive content, so as to encourage learning also to people with disabilities, related to low vision, blind and deaf. In this sense, the objective of this paper is to present the process of developing a new interface for content learning about 'Triangles and its characteristics" content, this treaty in Descriptive Geometry Course in the Graduate Graphic Design and Product. At the end of this document, we present the resulting learning object of this process, designed from gamification elements and affordability. The methodological procedure used as a base, collaboration in the development of learning objects, and includes: Concept Map, Navigational maps and Storyboard. Besides this, a Storyboard created to meet the needs of this collaborative development is presented. The paper presents a case study focusing on the use of Learning Objects to the teaching content of triangles in the university. The collaborative development process to redesign this platform featured a master's degree and two doctoral students of the Graduate Program in Design at the Federal University of Parana, and the project was prepared during the course of accessibility and gamification.
机译:技术使教育信息的分发取得了重大进展。借助Internet,信息可以立即通过计算机网络在全球范围内使用。为了处理内容并为研究人员和开发人员的教育小组设计信息,他们努力创建了名为“学习对象”的信息小组。本文演示了学习对象的重新设计,以便将其调整为游戏化和可访问性的标准。方法学过程包括:定义项目要求和故事板的结构,以共同开发学习对象(Braga 2015b; Kethure 2010)。因此,所提出的界面结合了用于呈现沉浸式和互动内容的娱乐元素,从而也鼓励了与弱视,盲人和聋人有关的残疾人的学习。从这个意义上讲,本文的目的是提出一个开发新界面的过程,以学习关于“三角形及其特征”内容的内容,这是研究生图形设计和产品的描述几何课程中的条约。在文档中,我们介绍了该过程的最终学习对象,该过程是根据游戏化要素和可负担性设计的,该方法程序作为基础,开发学习对象的协作,包括:概念图,导航图和情节提要。介绍了满足此协作开发需求而创建的情节提要,本文以案例研究为重点,该学习案例的使用是针对大学中三角形教学内容的学习对象的使用,重新设计该平台的协作开发过程具有硕士学位和两个巴拉那联邦大学设计研究生课程的博士生,该项目是预科课程在可访问性和游戏化过程中削减。

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