2019
Authors
Rocha, T; Nunes, R; Bessa, M; Paredes, H; Barroso, J; Martins, P;
Publication
12TH INTERNATIONAL CONFERENCE OF EDUCATION, RESEARCH AND INNOVATION (ICERI2019)
Abstract
Technology can help participants develop basic skills but also improve students learning, since it can be more accessible, giving the opportunity to experience new knowledge. Therefore, it seems relevant an in-depth study on teaching methods implemented with students with special education needs (SEN) to describe different methodologies. For that, in this paper it is presented the analysis on teaching strategies to help learning of specific content for students with intellectual disabilities (ID). The purpose is to describe strategies used in traditional and technology-based education to be the starting point in the development of an effective learning multimedia resource for this specific audience. Overall, were found advantages in the use of technologies as a teaching resource for students with and without special SEN, specifically for students with ID. Studies showed that attention and motivation increase and students feel more stimulated to learn when the syllabus is presented more interactively. Another important finding is that educational games as educational resource can indeed be a valid strategy to retain attention and stimulate memory of students with intellectual disabilities. Finally, with these findings it is proposed features to develop a multimedia application that can enhance learning of a new language for students with ID.
2020
Authors
Nunes, PS; Nascimento, MM; Catarino, P; Martins, P;
Publication
REICE-REVISTA IBEROAMERICANA SOBRE CALIDAD EFICACIA Y CAMBIO EN EDUCACION
Abstract
This paper aims to explore and describe fundamental factors that influence the knowledge and use of Information and Communication Technologies (ICT), in particular of Educational Software (ES) as a tool, by teachers who teach mathematics in any portuguese teaching cycle. The adopted method has a descriptive and exploratory nature, focusing on a quantitative paradigm. The study participants were 96 teachers who teach mathematics, from various elementary and secondary schools, from different regions of Portugal, as well as from other countries where the portuguese curriculum is inserted. The questionnaire, the chi-square independence test and Cramer's V test were used as instruments. Data analysis was performed using SPSS (version 25) and Excel (Office 2016). The results suggest that the age, gender and length of service of mathematics teachers may be factors that influence the knowledge and use of Kahoot ES and that having training may be an essential condition for the use of Modellus and Scratch ESs. We did not find any relationship of dependence between having training and the use of the rule and compass ES by the respondents.
2020
Authors
Rocha, T; Paredes, H; Martins, P; Barroso, J;
Publication
HCI International 2020 - Late Breaking Papers: Universal Access and Inclusive Design - 22nd HCI International Conference, HCII 2020, Copenhagen, Denmark, July 19-24, 2020, Proceedings
Abstract
In this paper, we aimed at exploring the use of iconographic navigation to support inclusive and accessible search for Web content through an extension for Google Chrome browser, entitled Extension Icon. Despite Extension Icon was developed to be a solution that allows people with intellectual disabilities to search autonomously using an iconographic navigation, supported by platforms as Vimeo and YouTube, it intends to be an accessible solution for ALL users. Through participatory design, the solution was iteratively developed and with the outcomes it was obtained two versions of this solution. Therefore, in this paper we described the design, implementation and assessment of two Extension Icon versions. Specifically, twenty-eight participants were invited - 18 people with intellectual disabilities and 10 people without of disability - in order to evaluate and participated in the iterative development of the solution. The user preliminary feedbacks showed a major concern regarding the graphical interface therefore it was redesigned to improve and present a more appealing interface. Overall, user tests carried out with the two versions showed and effective, efficient and satisfactory user interaction. © 2020, Springer Nature Switzerland AG.
2019
Authors
Rocha, T; Nunes, RR; Barroso, J; Martins, P;
Publication
ACM International Conference Proceeding Series
Abstract
In this paper, it is described a multimedia interactive technology to enhance learning for children with learning disabilities. Developed with a user-centered design philosophy, it aims to present an easy user interaction environment to focus students on learning of reading and/or writing activities. With this purpose, it is described the solution developed and the usability assessment, through heuristics and user tests. The heuristics results revealed some minor problems in the design contents (that will be treated in a second version). However, the user tests showed children performed all tasks with success, not only in the offered time but also with no difficulty. Furthermore, they seemed satisfied and motivated to continue the interaction autonomously. © 2019 Association for Computing Machinery.
2019
Authors
Rocha, T; Nunes, RR; Martins, P; Barroso, J;
Publication
EDULEARN19: 11TH INTERNATIONAL CONFERENCE ON EDUCATION AND NEW LEARNING TECHNOLOGIES
Abstract
In this paper, a game interface for children with learning difficulties designed to enable learning and training the interaction with a QWERTY keyboard, therefore enhancing digital literacy and inclusion, is presented. Specifically, the interface presented writing activities with several difficulty levels, from monosyllabic to polysyllabic words, allowing the training with the QWERTY Keyboard. To assess usability of the interface we performed a preliminary user test with ten children with learning disabilities and it was register the following usability variables: efficiency, effectiveness and satisfaction. The main results showed that children improved their performance with the keyboard throughout the activities but showed spelling difficulties in higher difficulty levels. These difficulties were not in interaction with the QWERTY keyboard but in the word spelling. Still, all conclude tasks with success, no one dropout.
2020
Authors
Huang, TC; Wu, TT; Barroso, J; Sandnes, FE; Martins, P; Huang, YM;
Publication
ICITL
Abstract
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