Implementing Gamification for Blind and Autistic People with Tangible Interfaces, Extended Reality, and Universal Design for Learning: Two Case Studies
Abstract
:Featured Application
Abstract
1. Introduction
2. Theoretical Background
2.1. Gamification
2.2. Extended Reality
2.3. Tangible User Interfaces
2.4. Universal Design for Learning
- Multiple means of engagement: this principle focuses on actions taken by both students and faculty to increase active participation in learning the course material [31].
- Multiple means of representation: this principle considers that each learner has a preferred way of receiving information. For some, it may be textual, for others, visual and/or auditory, and for others, critically, through work on a given problem [32].
- Multiple means of action and expression: this principle assumes that learners differ in their ability to access the learning environment and reveal what they know. Some learners may express what they know in writing, but may not be able to pronounce it, or vice versa [33].
3. Methods
- What are user characteristics? One of the reasons that technological services fail is that they are not designed for the users and the contexts in which they are applied [41]. For this reason, it is important to know the main means of interaction and the way in which users perceive their environment to start selecting the gamification techniques that best suit them.
- Which gamification dynamics and mechanics are the most suitable for the user according to their characteristics? It is important to take into account the individuality of each user to improve their experience [42]. Once their characteristics have been identified, it is important to select the techniques that best suit them. First, gamification dynamics are behaviors that arise because of players’ progress through the experience; on the other hand, gamification mechanics can add playful moments and help to relieve some stress by adding fun to the learning process [13]. For example, behaviors such as cheating, competing or even helping other players may arise [43]. Therefore, it is necessary to analyze which dynamics are appropriate according to the user’s characteristics. For example, challenges are intended to make the user overcome different activities in a timely manner, encouraging them to meet as many challenges as possible [44]. With missions, users can develop their personal skills by gaining experience with the missions performed [45], and rewards are intended to drive in-game behavior as well as to mark player progress [46]. In this way, by analyzing each one of them, a better choice can be made.
- How can we adapt these techniques according to user characteristics? Adapting to the user’s needs improves the overall accuracy of the system [47]. It is important to identify how the selected gamification techniques can be adapted according to the user’s characteristics. For example, if the user is blind, representative sounds can be added for easy recognition; if the user is deaf, adding text to provide feedback on the selected techniques can be an option. In this way, the best means to deliver the selected gamification techniques should be sought.
4. Study Cases
4.1. Technical Aspects and Common Characteristics
4.2. Case Study 1: Application for Teaching the Mexican Currency to Blind People
- What are user characteristics? Users for whom this application is intended have visual problems, such as total blindness or partial loss of sight, their sense of touch and hearing being their main means of interaction.
- Which gamification dynamics and mechanics are the most suitable for the user according to their characteristics? Based on research that has previously used gamification techniques with blind children, the most appropriate dynamics are levels, challenges and missions, while the use of rewards as mechanics is considered appropriate [4,55,56,57].
- How can we adapt these techniques according to user characteristics? Considering that their main means of interaction are the senses of touch and hearing, we intend to take advantage of the latter by adding a representative sound to each gamification element for its quick identification by blind people.
Evaluation
4.3. Case Study 2: Application for Behavioral Rehabilitation and Transit Development for People with Autism Spectrum Disorder (ASD)
- What are user characteristics? Users to whom this application is addressed have a moderate level of autism; their ability to receive instructions and carry them out is good. However, it is necessary to take the appropriate time for them to achieve them.
- Which gamification dynamics and mechanics are the most suitable for the user according to their characteristics? This videogame is based only on the use of dynamics such as rewards, challenges and missions, based on research that has previously used these techniques in children with autism [1,6,11,68,69].
- How can we adapt these techniques according to user characteristics? Technology and video games have proven to be motivating tools to work on attention and complex communicative skills, especially in children with ASD [70]. Rewards, challenges, and missions are represented within the video game through graphical elements and representative sounds for easy identification by the child with ASD.
Evaluation
4.4. Implementation of Universal Design for Learning
5. Conclusions
Supplementary Materials
Author Contributions
Funding
Institutional Review Board Statement
Informed Consent Statement
Data Availability Statement
Acknowledgments
Conflicts of Interest
References
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Case Study | TUI | ER | Challenges | Missions | Levels | Rewards |
---|---|---|---|---|---|---|
“Learning with Pesos” | * | * | * | * | * | |
“Street Simulator” | * | * | * | * |
Challenges | Description |
---|---|
Identify the 50c coin | Identifies the 50c coin within the play section using the corresponding tangible object |
Responds correctly (sum) | Correctly answers an addition problem using the corresponding tangible objects |
Answers correctly (subtraction) | Correctly answers a subtraction problem using the corresponding tangible objects |
Uses multiple currencies | Uses multiple currencies to answer using the corresponding tangible objects |
Missions | Description |
---|---|
Identifies all currencies | Identifies all currencies within the tab section |
Achieve three levels | Successfully completes three levels within the application |
Complete all levels | User completes all levels within the application |
Answer using more than three currencies | User answers an activity using more than three currencies correctly |
Participant | Age | SUS Score |
---|---|---|
1 | 31 years | 100 |
2 | 45 years | 90 |
3 | 44 years | 85 |
Media | 40 years | 91.7 |
Challenges | Description |
---|---|
Receive information from a policeman | Approach a policeman and receive auditory and textual information |
Arrive at the established destination | Reach the destination by following the instructions |
Reach the giant hamburger | Get closer to the giant hamburger |
Reach the destination within the set time | Reach the destination in the defined time |
Missions | Description |
---|---|
Meet the cops | Get close to all the policemen in the environment |
Cross the corners | Correctly cross all the corners in the virtual environment |
Visit specific locations | Get close to the giant hamburger and the hotdog stand |
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Ramos Aguiar, L.R.; Álvarez Rodríguez, F.J.; Madero Aguilar, J.R.; Navarro Plascencia, V.; Peña Mendoza, L.M.; Quintero Valdez, J.R.; Vázquez Pech, J.R.; Mendieta Leon, A.; Lazcano Ortiz, L.E. Implementing Gamification for Blind and Autistic People with Tangible Interfaces, Extended Reality, and Universal Design for Learning: Two Case Studies. Appl. Sci. 2023, 13, 3159. https://doi.org/10.3390/app13053159
Ramos Aguiar LR, Álvarez Rodríguez FJ, Madero Aguilar JR, Navarro Plascencia V, Peña Mendoza LM, Quintero Valdez JR, Vázquez Pech JR, Mendieta Leon A, Lazcano Ortiz LE. Implementing Gamification for Blind and Autistic People with Tangible Interfaces, Extended Reality, and Universal Design for Learning: Two Case Studies. Applied Sciences. 2023; 13(5):3159. https://doi.org/10.3390/app13053159
Chicago/Turabian StyleRamos Aguiar, Luis Roberto, Francisco Javier Álvarez Rodríguez, Jesús Roldán Madero Aguilar, Valeria Navarro Plascencia, Luisa María Peña Mendoza, José Rodrigo Quintero Valdez, Juan Román Vázquez Pech, Adriana Mendieta Leon, and Luis Eloy Lazcano Ortiz. 2023. "Implementing Gamification for Blind and Autistic People with Tangible Interfaces, Extended Reality, and Universal Design for Learning: Two Case Studies" Applied Sciences 13, no. 5: 3159. https://doi.org/10.3390/app13053159
APA StyleRamos Aguiar, L. R., Álvarez Rodríguez, F. J., Madero Aguilar, J. R., Navarro Plascencia, V., Peña Mendoza, L. M., Quintero Valdez, J. R., Vázquez Pech, J. R., Mendieta Leon, A., & Lazcano Ortiz, L. E. (2023). Implementing Gamification for Blind and Autistic People with Tangible Interfaces, Extended Reality, and Universal Design for Learning: Two Case Studies. Applied Sciences, 13(5), 3159. https://doi.org/10.3390/app13053159