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VIPI - VIRTUAL PORTAL FOR
INTERACTION AND ICT TRAINING FOR
PEOPLE WITH DISABILITIES
ITAG EHD - 23/10/2012, NTU Nottingham UK.
www.vipi-project.eu
511792-LLP-1-2010-1-GR-KA3-KA3NW
1
facebook.com/vipiproject
twitter.com/ViPi_project
THE VIPI DESKTOP GAMES
ANDY BURTON NOTTINGHAM TRENT UNIVERSITY, UK
ITAG EHD - 23/10/2012, NTU Nottingham UK.
www.vipi-project.eu
511792-LLP-1-2010-1-GR-KA3-KA3NW
2
facebook.com/vipiproject
twitter.com/ViPi_project
ITAG EHD - 23/10/2012, NTU Nottingham UK.
ABOUT VIPI – (VIRTUAL PORTAL FOR
INTERACTION AND ICT TRAINING FOR
PEOPLE WITH DISABILITIES)
 a three year project launched in January 2011.
 It involves partners from Belgium, Cyprus, Greece,
Lithuania, and the UK.
 The project aims at creating accessible and flexible basic ICT
skills training, designed to meet the specific needs of people
with disabilities by encompassing:
 An interactive online portal with a semantically enriched repository
hosting learning objects (Web 3.0 approach),
 A social networking and community building area, both online and mobile
(Web 2.0 approach),
 An online learning environment hosting SCORM (Sharable Content
Object Reference Model) compliant training courses,
 WCAG 2.0 (Web Content Accessibility Guidelines) compliant accessibility
 Embedded rich internet applications (Desktop and Mobile Games)
 Multi-language support. 3
ITAG EHD - 23/10/2012, NTU Nottingham UK.
EDUCATIONAL AND PEDAGOGICAL
FRAMEWORK
 Research has shown that in people with intellectual
disability games-based learning can:
 Improve memory (Brown et al, 2008)
 Improve functional skills (Brown et al, 2011)
 Improve decision making (Standen et al, 2009i)
 Improve choice reaction time (Standen et al, 2009ii)
 If games are to become mainstream classroom tools,
teachers (who are often not gamers) need support to:
 Identify games that meet their learning objectives
 Work out how games can be incorporated in lessons
 Work out how learning can be assessed. (Ulicsac and Wright, 2010)
 Games based learning is just a part of the educational and
pedagogical framework being employed in ViPi
 Curriculum, training documents, exercises and trainer’s
handbook are also provided – all supported by the games 4
ITAG EHD - 23/10/2012, NTU Nottingham UK.
VIPI DESKTOP AND MOBILE GAMES
 Adapted Games
 True/False Quiz
 Escapology ICT
 Rob the Mob ICT
 New Games
 Memobile for Android
 Stay Safe! (under development)
 Fly Swat (pending student project)
5
ITAG EHD - 23/10/2012, NTU Nottingham UK.
GAMES – TRUE FALSE QUIZ
4 rounds of 7 questions each.
 Subject areas:
 Using your computer
 Using the internet
 Using email
 Staying safe
 Questions consist of a True of
false statement.
 Answers are marked correct or
wrong immediately (using smiley
faces and buzzer sounds) and
more information is fed back on
the question’s subject.
 Results can be exported as a pdf
Document
6
RUN GAME
ITAG EHD - 23/10/2012, NTU Nottingham UK.
TRUE FALSE QUIZ SAVEABLE REPORT
7
ITAG EHD - 23/10/2012, NTU Nottingham UK.
GAMES – ESCAPOLOGY
8
Gameplay
 Hangman style game
 Choose a subject area
around which the words
will be based.
 Each word has a clue
 3 playing levels to make
the game easier or more
difficult.
 Explanation or description
given when the word is
revealed which explains a
little more about the word.
ITAG EHD - 23/10/2012, NTU Nottingham UK.
GAMES – ESCAPOLOGY
Subjects
 Computers
 Computer parts (11 words)
 Using the computer (35 words)
 Assistive technology (14 words)
 Going Online
 Web browsing (22 words)
 Safety (17 words)
 Email (17 words)
 Communication software (13 words)
 Mobile phones (18 words)
 Software
 Presentations (10 words)
 Spreadsheets (15 words)
 Windows (30 words)
 Word processing (19 words)
9
RUN GAME
ITAG EHD - 23/10/2012, NTU Nottingham UK.
ESCAPOLOGY (EXAMPLES)
 URL
 A web address
 Or Universal Resource Locator
means a web address.
 ADDRESS BAR
 Where the URL goes
 Type a URL into the address
bar, and hit enter to load a web
page.
 FORWARD
 Go to next page
 Moves you on to the next page
after a back action (Right
pointing arrow)
 BACK
 Return to previous page
 Hit the back button (arrow
pointing left) to go back to the
previous page.
 REFRESH
 Re load the page
 Refresh reloads the page. You
can use the shortcut key F5 for
this.
 FAVOURITE
 Bookmarks
 Favourite pages may be
bookmarks, or pages that you
visit most regularly.
10
 NAVIGATE
 Move through pages
 We navigate through pages
by clicking hyperlinks.
 HYPERLINK
 Click it to navigate
 This is text or images you
click to perform an action,
usually navigation.
 GOOGLE
 A search engine
 Currently the most popular
search engine at
www.google.com
 BING
 A search engine
 Microsoft's search engine
at www.bing.com
 SEARCH ENGINE
 Seek a webpage?
 A search engine retrieves
results based on your
search criteria.
 MALWARE
 Disruptive software
 Malicious software which
can break your computer
or steal your data.
 SPYWARE
 A type of malware
 Spyware collects and
sends information about
you without your
knowledge.
 DOWNLOAD
 Get a file?
 You can download files
from the web to your
computer.
 FORMS
 Input your data?
 Web based forms are
sometimes used to collect
your data.
 USERNAME
 Your log in
 Some sites and
computers ask for a
username to personalise
your experience.
 PASSWORD
 Secret login
 Keep passwords secret and do
NOT save them on public
machines.
 CACHE
 Saved pages
 Pages are cached locally to
your computer to speed up re-
downloads.
 HISTORY
 Where you've been?
 The browser stores a history of
the pages you visit.
 TABS
 Windows in windows.
 Multiple tabs at the top of the
browser can hold a web-page
each.
 SECURE
 Are you safe?
 HTTPS secure web browsing
should be used when sensitive
data is sent.
 BOOKMARK
 Save for later?
 You can bookmark a web page
to make it easy to find again
later.
ITAG EHD - 23/10/2012, NTU Nottingham UK.
GAMES – ROB THE MOB
11
Gameplay
 Card game
 Try to win the money
from the gangster by
picking the right
answer card
 4 possible answers to
each question
 Winning wins you
your stake from the
gangster. Losing pays
the gangster your
stake.
 Get all of the
gangster’s money to
win
ITAG EHD - 23/10/2012, NTU Nottingham UK.
GAMES – ROB THE MOB
Subjects
 communication
software
 using email
 manipulating
windows
 keyboard
shortcuts
 web browsing
and security
 using the
computer
 assistive
technology
 the computer
and its parts
 interacting with
touchscreens
12
RUN GAME
ITAG EHD - 23/10/2012, NTU Nottingham UK.
GAME CONTENT EDITOR – ROB THE MOB
13
 Free
 Enables easy
creation of new
game content.
 Currently for
Escapology and
rob the mob
 Creates new xml
that immediately
runs with the
games
 future edit will
include editors
for true false
quiz and stay
safe
ITAG EHD - 23/10/2012, NTU Nottingham UK.
GAME CONTENT EDITOR - ESCAPOLOGY
14
 Freely available
 Enables easy
creation of new
game content.
 Currently for
Escapology and
rob the mob
 Creates new xml
that immediately
runs within the
games
 future edit will
include editors
for true false
quiz and stay
safe
RUN Editor
ITAG EHD - 23/10/2012, NTU Nottingham UK.
MEMOBILE
Memobile for Android (developed by
ViPi partners Hiteco in Lithuania)
 Matching pairs (match the
similar computer parts)
 Starter kit (press the start
buttons accurately)
 Press and Action (multi choice
quiz)
15
ITAG EHD - 23/10/2012, NTU Nottingham UK.
USER TESTING SESSIONS – OCTOBER 2012
16
About the Test Sessions
 Held at Oak Field School,
Nottingham
 The Oak Field School is a City co-
educational day school for children
aged 3-19 years with special
educational needs, in particular severe
and profound learning difficulties
and/or physical difficulties.
 2 sessions
1. NICER group – specialised testing with approx
15 current and past Oak Field students with a
range of disabilities and needs
2. ViPi Multinational Workshop – bringing together
15 users and trainers from the partner countries
with a range of interests and disabilities
 Both ran with brief descriptive
demonstrations of the games followed
by hands on sessions:
1. Game sessions were run on a large screen as a
complete group.
2. Game sessions were carried out in breakout
groups of 2 to 5 users
 In both cases
 Users were asked to try out the
games
 A think aloud protocol was
employed and notes were
made by researchers
ITAG EHD - 23/10/2012, NTU Nottingham UK.
USER TESTING SESSIONS – OCTOBER 2012
17
Initial Findings
 A number of bugs were revealed
 For intellectual disability
 In True or False quiz – use the terms Yes and
No instead
 Rephrase questions to offer single word
answers to questions where possible
 Fonts should use simple characters i.e. with
letters such as a and g formed as taught in
the school
 A simplified version of the content would be
better – adjusted curriculum required for
target group.
 Adding key presses for letter guessing in
Escapology would be more intuitive
 Relevant images may help with the
understanding of some questions
 Add symbol sets with written words where
possible
 Use images with feedback where appropriate
 For visual impairment
 Make text size be bigger in Rob the Mob
game –or use with a magnifier.
 Contrast could be better in Escapology
for the word being guessed (currently
dark grey on light grey)
 The voice used in the true false quiz
game was clear and helpful
ITAG EHD - 23/10/2012, NTU Nottingham UK.
PILOTING – DURING 2013
18
Initial Findings
 Initial feedback will be used to:
 Address and fix all bugs found
 Improve accessibility of the games
 Tailor the games to specific target
audiences by:
 Content adjustment
 Use of appropriate fonts
 Possible use of symbol sets
 Rephrasing of questions to make them
easier to understand
 Enhancement with images where
possible
 Improvement of playability of the
games
 Adding letter key input in escapology
 Full piloting and enhancement of
the games will take place
throughout 2013 in all four
partner languages.
ITAG EHD - 23/10/2012, NTU Nottingham UK.
CONCLUSIONS
 By using:
 User led games development
 Customisable game content
 Enhanced semantic search portal
 ViPi hopes that the many identified benefits of a games-
based learning approach can be introduced into
classrooms by providing:
 Games that meet learning objectives
 A structure to allow their incorporation in the curriculum
 Means to assess the learning achieved
19
ITAG EHD - 23/10/2012, NTU Nottingham UK.
THANK YOU.
20
Andy Burton
andy.burton@ntu.ac.uk
www.vipi-project.eu
facebook.com/vipiproject
twitter.com/vipi_project
 Brown DJ, McIver E, Standen PJ and Dixon P (2008). Can Serious Games Improve
Memory Skills in People with ID? Journal of Intellectual Disability Research. Vol. 52,
Parts 8&9, p.678. August 2008. ISSN 0964-2633.
 Brown, D. J, James Ley, Lindsay Evett, Penny Standen, (2011) Can participating in
games based learning improve mathematic skills in students with intellectual
disabilities? Proceedings of IEEE SeGAH 2011;
http://doi.ieeecomputersociety.org/10.1109/SeGAH.2011.6165461 November 16-
November 18; ISBN: 978-1-4673-0433-7.
 Standen PJ, Rees F and Brown DJ. (2009i). Effect of playing computer games on
decision making in people with intellectual disabilities. Journal of Assistive
Technologies, Vol 3, issue 2, pp.6-15. © Pavilion Journals (Brighton) Ltd.
 Standen PJ, Karsandas RB, Anderton N, Battersby S, Brown DJ. (2009ii). An
evaluation of the use of a computer game in improving the choice reaction time of
adults with intellectual disabilities. Journal of Assistive Technologies, Vol3, issue 4, p.4-
11, © Pavilion Journals (Brighton) Ltd.
 Ulicsac, M, Wright M (2010) Games in Education – Serious Games - A Futurelab
Literature Review. Downloaded from www.futurelab.org.uk/projects/games-in-
education on 11/10/2012
The ViPi KA3 LLP project has been
partially funded under the Lifelong
Learning Programme, subprogramme
KA3 ICT.
ITAG EHD - 23/10/2012, NTU Nottingham UK.
ADDITIONAL SLIDES IF REQUIRED…
21
ITAG EHD - 23/10/2012, NTU Nottingham UK.
STAY SAFE! (COMING SOON!)
Subjects
 Emails
 Web use
 Messenger programs
 Social networks
22
Gameplay
 Role play game
 Player is a computer user trying to
keep himself and his computer safe
 Screen shows the problems
including user going through a set of
new emails, friendship adds on a
messenger program, scenarios on a
social network and issues in a web
browser.
 Questions repeated and set out
using an overlaid display.
 A helper standing behind the user is
watching over the user’s progress
and can offer help and advice when
the player makes bad decisions.
ITAG EHD - 23/10/2012, NTU Nottingham UK.
FLY SWAT (FUTURE DEV)
23
P-level Target Game idea
P2i Briefly tracks vertically moving object on
screen
Watch vertical moving fly
P2i Briefly tracks horizontally moving object on
screen
Watch horizontal moving
fly
P2ii Tracks vertically moving object on screen Watch vertical moving fly
P2ii Tracks horizontally moving object on screen Watch horizontal moving
fly
P3i Tracks predictable movements with changes
of direction of a moving stimulus across a
screen
Watch fly walk around
perimeter of screen
P3ii Tracks random movement on a screen Watch fly fly randomly
around screen
P5 Tracks movement across a screen showing
reaction at appropriate point
Response when a
horizontally moving fly
reaches food/target to
swat
P5 Tracks object horizontally across the screen
operating the switch at the correct time
Activate switch when a
horizontally moving fly
reaches food/target to
swat
P5 Tracks object vertically across the screen
operating the switch at the correct time
Activate switch when a
vertically moving fly
reaches food/target to
swat
P6 Activate switch to randomly generated visual
prompts
Activate switch when fly
appears
P6 Activate switch to randomly generated audible
prompts
Activate switch when fly
sound is heard
P6 Understands in a two switch activity that each
switch triggers a separate action
Activate 2 switches. one
controls swat action one
controls catch in jar
action?
P7 Activate switch to control horizontal
movement – almost on target
Stop horizontally moving
fly on outer target
P7 Activate switch to control horizontal
movement –on target
Stop horizontally moving
fly on inner target
P7 Activate switch to control vertical movement –
almost on target
Stop vertically moving fly
on outer target
P7 Activate switch to control vertical movement –
on target
Stop vertically moving fly
on inner target
P7 Use space bar as a switch -apply in any of the above
P8 Press switch at appropriate moment e.g. to hit
target
Stop randomly moving fly
on a target
Support p-level targets
• from showing awareness of the output technologies,
• to awareness that the user can interact with the
technology,
• through to practicing with interaction with the
technology.
Stimulating visually and audibly.
Oak Field P-level curriculum analysed.
The primary areas where the curriculum could be best
supported by game technologies were identified as
• reaction and interaction,
• sequencing,
• choosing and
• matching.
Of these, the area that would support the broadest part of
the curriculum was that of reaction and interaction.
Supports certain p-level tasks from p2 to p8
Such a game would need to be adjustable with the ability
to set the speed of movement and with a variety of
colours and variations in contrast and resolution
available to suit as many potential users as possible.
ITAG EHD - 23/10/2012, NTU Nottingham UK.
THANK YOU.
24
Andy Burton
andy.burton@ntu.ac.uk
www.vipi-project.eu
facebook.com/vipiproject
twitter.com/vipi_project
 Brown DJ, McIver E, Standen PJ and Dixon P (2008). Can Serious Games Improve
Memory Skills in People with ID? Journal of Intellectual Disability Research. Vol. 52,
Parts 8&9, p.678. August 2008. ISSN 0964-2633.
 Brown, D. J, James Ley, Lindsay Evett, Penny Standen, (2011) Can participating in
games based learning improve mathematic skills in students with intellectual
disabilities? Proceedings of IEEE SeGAH 2011;
http://doi.ieeecomputersociety.org/10.1109/SeGAH.2011.6165461 November 16-
November 18; ISBN: 978-1-4673-0433-7.
 Standen PJ, Rees F and Brown DJ. (2009i). Effect of playing computer games on
decision making in people with intellectual disabilities. Journal of Assistive
Technologies, Vol 3, issue 2, pp.6-15. © Pavilion Journals (Brighton) Ltd.
 Standen PJ, Karsandas RB, Anderton N, Battersby S, Brown DJ. (2009ii). An
evaluation of the use of a computer game in improving the choice reaction time of
adults with intellectual disabilities. Journal of Assistive Technologies, Vol3, issue 4, p.4-
11, © Pavilion Journals (Brighton) Ltd.
 Ulicsac, M, Wright M (2010) Games in Education – Serious Games - A Futurelab
Literature Review. Downloaded from www.futurelab.org.uk/projects/games-in-
education on 11/10/2012
The ViPi KA3 LLP project has been
partially funded under the Lifelong
Learning Programme, subprogramme
KA3 ICT.

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ViPi desktop and mobile games to develop ICT skills for people with disabilities

  • 1. VIPI - VIRTUAL PORTAL FOR INTERACTION AND ICT TRAINING FOR PEOPLE WITH DISABILITIES ITAG EHD - 23/10/2012, NTU Nottingham UK. www.vipi-project.eu 511792-LLP-1-2010-1-GR-KA3-KA3NW 1 facebook.com/vipiproject twitter.com/ViPi_project
  • 2. THE VIPI DESKTOP GAMES ANDY BURTON NOTTINGHAM TRENT UNIVERSITY, UK ITAG EHD - 23/10/2012, NTU Nottingham UK. www.vipi-project.eu 511792-LLP-1-2010-1-GR-KA3-KA3NW 2 facebook.com/vipiproject twitter.com/ViPi_project
  • 3. ITAG EHD - 23/10/2012, NTU Nottingham UK. ABOUT VIPI – (VIRTUAL PORTAL FOR INTERACTION AND ICT TRAINING FOR PEOPLE WITH DISABILITIES)  a three year project launched in January 2011.  It involves partners from Belgium, Cyprus, Greece, Lithuania, and the UK.  The project aims at creating accessible and flexible basic ICT skills training, designed to meet the specific needs of people with disabilities by encompassing:  An interactive online portal with a semantically enriched repository hosting learning objects (Web 3.0 approach),  A social networking and community building area, both online and mobile (Web 2.0 approach),  An online learning environment hosting SCORM (Sharable Content Object Reference Model) compliant training courses,  WCAG 2.0 (Web Content Accessibility Guidelines) compliant accessibility  Embedded rich internet applications (Desktop and Mobile Games)  Multi-language support. 3
  • 4. ITAG EHD - 23/10/2012, NTU Nottingham UK. EDUCATIONAL AND PEDAGOGICAL FRAMEWORK  Research has shown that in people with intellectual disability games-based learning can:  Improve memory (Brown et al, 2008)  Improve functional skills (Brown et al, 2011)  Improve decision making (Standen et al, 2009i)  Improve choice reaction time (Standen et al, 2009ii)  If games are to become mainstream classroom tools, teachers (who are often not gamers) need support to:  Identify games that meet their learning objectives  Work out how games can be incorporated in lessons  Work out how learning can be assessed. (Ulicsac and Wright, 2010)  Games based learning is just a part of the educational and pedagogical framework being employed in ViPi  Curriculum, training documents, exercises and trainer’s handbook are also provided – all supported by the games 4
  • 5. ITAG EHD - 23/10/2012, NTU Nottingham UK. VIPI DESKTOP AND MOBILE GAMES  Adapted Games  True/False Quiz  Escapology ICT  Rob the Mob ICT  New Games  Memobile for Android  Stay Safe! (under development)  Fly Swat (pending student project) 5
  • 6. ITAG EHD - 23/10/2012, NTU Nottingham UK. GAMES – TRUE FALSE QUIZ 4 rounds of 7 questions each.  Subject areas:  Using your computer  Using the internet  Using email  Staying safe  Questions consist of a True of false statement.  Answers are marked correct or wrong immediately (using smiley faces and buzzer sounds) and more information is fed back on the question’s subject.  Results can be exported as a pdf Document 6 RUN GAME
  • 7. ITAG EHD - 23/10/2012, NTU Nottingham UK. TRUE FALSE QUIZ SAVEABLE REPORT 7
  • 8. ITAG EHD - 23/10/2012, NTU Nottingham UK. GAMES – ESCAPOLOGY 8 Gameplay  Hangman style game  Choose a subject area around which the words will be based.  Each word has a clue  3 playing levels to make the game easier or more difficult.  Explanation or description given when the word is revealed which explains a little more about the word.
  • 9. ITAG EHD - 23/10/2012, NTU Nottingham UK. GAMES – ESCAPOLOGY Subjects  Computers  Computer parts (11 words)  Using the computer (35 words)  Assistive technology (14 words)  Going Online  Web browsing (22 words)  Safety (17 words)  Email (17 words)  Communication software (13 words)  Mobile phones (18 words)  Software  Presentations (10 words)  Spreadsheets (15 words)  Windows (30 words)  Word processing (19 words) 9 RUN GAME
  • 10. ITAG EHD - 23/10/2012, NTU Nottingham UK. ESCAPOLOGY (EXAMPLES)  URL  A web address  Or Universal Resource Locator means a web address.  ADDRESS BAR  Where the URL goes  Type a URL into the address bar, and hit enter to load a web page.  FORWARD  Go to next page  Moves you on to the next page after a back action (Right pointing arrow)  BACK  Return to previous page  Hit the back button (arrow pointing left) to go back to the previous page.  REFRESH  Re load the page  Refresh reloads the page. You can use the shortcut key F5 for this.  FAVOURITE  Bookmarks  Favourite pages may be bookmarks, or pages that you visit most regularly. 10  NAVIGATE  Move through pages  We navigate through pages by clicking hyperlinks.  HYPERLINK  Click it to navigate  This is text or images you click to perform an action, usually navigation.  GOOGLE  A search engine  Currently the most popular search engine at www.google.com  BING  A search engine  Microsoft's search engine at www.bing.com  SEARCH ENGINE  Seek a webpage?  A search engine retrieves results based on your search criteria.  MALWARE  Disruptive software  Malicious software which can break your computer or steal your data.  SPYWARE  A type of malware  Spyware collects and sends information about you without your knowledge.  DOWNLOAD  Get a file?  You can download files from the web to your computer.  FORMS  Input your data?  Web based forms are sometimes used to collect your data.  USERNAME  Your log in  Some sites and computers ask for a username to personalise your experience.  PASSWORD  Secret login  Keep passwords secret and do NOT save them on public machines.  CACHE  Saved pages  Pages are cached locally to your computer to speed up re- downloads.  HISTORY  Where you've been?  The browser stores a history of the pages you visit.  TABS  Windows in windows.  Multiple tabs at the top of the browser can hold a web-page each.  SECURE  Are you safe?  HTTPS secure web browsing should be used when sensitive data is sent.  BOOKMARK  Save for later?  You can bookmark a web page to make it easy to find again later.
  • 11. ITAG EHD - 23/10/2012, NTU Nottingham UK. GAMES – ROB THE MOB 11 Gameplay  Card game  Try to win the money from the gangster by picking the right answer card  4 possible answers to each question  Winning wins you your stake from the gangster. Losing pays the gangster your stake.  Get all of the gangster’s money to win
  • 12. ITAG EHD - 23/10/2012, NTU Nottingham UK. GAMES – ROB THE MOB Subjects  communication software  using email  manipulating windows  keyboard shortcuts  web browsing and security  using the computer  assistive technology  the computer and its parts  interacting with touchscreens 12 RUN GAME
  • 13. ITAG EHD - 23/10/2012, NTU Nottingham UK. GAME CONTENT EDITOR – ROB THE MOB 13  Free  Enables easy creation of new game content.  Currently for Escapology and rob the mob  Creates new xml that immediately runs with the games  future edit will include editors for true false quiz and stay safe
  • 14. ITAG EHD - 23/10/2012, NTU Nottingham UK. GAME CONTENT EDITOR - ESCAPOLOGY 14  Freely available  Enables easy creation of new game content.  Currently for Escapology and rob the mob  Creates new xml that immediately runs within the games  future edit will include editors for true false quiz and stay safe RUN Editor
  • 15. ITAG EHD - 23/10/2012, NTU Nottingham UK. MEMOBILE Memobile for Android (developed by ViPi partners Hiteco in Lithuania)  Matching pairs (match the similar computer parts)  Starter kit (press the start buttons accurately)  Press and Action (multi choice quiz) 15
  • 16. ITAG EHD - 23/10/2012, NTU Nottingham UK. USER TESTING SESSIONS – OCTOBER 2012 16 About the Test Sessions  Held at Oak Field School, Nottingham  The Oak Field School is a City co- educational day school for children aged 3-19 years with special educational needs, in particular severe and profound learning difficulties and/or physical difficulties.  2 sessions 1. NICER group – specialised testing with approx 15 current and past Oak Field students with a range of disabilities and needs 2. ViPi Multinational Workshop – bringing together 15 users and trainers from the partner countries with a range of interests and disabilities  Both ran with brief descriptive demonstrations of the games followed by hands on sessions: 1. Game sessions were run on a large screen as a complete group. 2. Game sessions were carried out in breakout groups of 2 to 5 users  In both cases  Users were asked to try out the games  A think aloud protocol was employed and notes were made by researchers
  • 17. ITAG EHD - 23/10/2012, NTU Nottingham UK. USER TESTING SESSIONS – OCTOBER 2012 17 Initial Findings  A number of bugs were revealed  For intellectual disability  In True or False quiz – use the terms Yes and No instead  Rephrase questions to offer single word answers to questions where possible  Fonts should use simple characters i.e. with letters such as a and g formed as taught in the school  A simplified version of the content would be better – adjusted curriculum required for target group.  Adding key presses for letter guessing in Escapology would be more intuitive  Relevant images may help with the understanding of some questions  Add symbol sets with written words where possible  Use images with feedback where appropriate  For visual impairment  Make text size be bigger in Rob the Mob game –or use with a magnifier.  Contrast could be better in Escapology for the word being guessed (currently dark grey on light grey)  The voice used in the true false quiz game was clear and helpful
  • 18. ITAG EHD - 23/10/2012, NTU Nottingham UK. PILOTING – DURING 2013 18 Initial Findings  Initial feedback will be used to:  Address and fix all bugs found  Improve accessibility of the games  Tailor the games to specific target audiences by:  Content adjustment  Use of appropriate fonts  Possible use of symbol sets  Rephrasing of questions to make them easier to understand  Enhancement with images where possible  Improvement of playability of the games  Adding letter key input in escapology  Full piloting and enhancement of the games will take place throughout 2013 in all four partner languages.
  • 19. ITAG EHD - 23/10/2012, NTU Nottingham UK. CONCLUSIONS  By using:  User led games development  Customisable game content  Enhanced semantic search portal  ViPi hopes that the many identified benefits of a games- based learning approach can be introduced into classrooms by providing:  Games that meet learning objectives  A structure to allow their incorporation in the curriculum  Means to assess the learning achieved 19
  • 20. ITAG EHD - 23/10/2012, NTU Nottingham UK. THANK YOU. 20 Andy Burton andy.burton@ntu.ac.uk www.vipi-project.eu facebook.com/vipiproject twitter.com/vipi_project  Brown DJ, McIver E, Standen PJ and Dixon P (2008). Can Serious Games Improve Memory Skills in People with ID? Journal of Intellectual Disability Research. Vol. 52, Parts 8&9, p.678. August 2008. ISSN 0964-2633.  Brown, D. J, James Ley, Lindsay Evett, Penny Standen, (2011) Can participating in games based learning improve mathematic skills in students with intellectual disabilities? Proceedings of IEEE SeGAH 2011; http://doi.ieeecomputersociety.org/10.1109/SeGAH.2011.6165461 November 16- November 18; ISBN: 978-1-4673-0433-7.  Standen PJ, Rees F and Brown DJ. (2009i). Effect of playing computer games on decision making in people with intellectual disabilities. Journal of Assistive Technologies, Vol 3, issue 2, pp.6-15. © Pavilion Journals (Brighton) Ltd.  Standen PJ, Karsandas RB, Anderton N, Battersby S, Brown DJ. (2009ii). An evaluation of the use of a computer game in improving the choice reaction time of adults with intellectual disabilities. Journal of Assistive Technologies, Vol3, issue 4, p.4- 11, © Pavilion Journals (Brighton) Ltd.  Ulicsac, M, Wright M (2010) Games in Education – Serious Games - A Futurelab Literature Review. Downloaded from www.futurelab.org.uk/projects/games-in- education on 11/10/2012 The ViPi KA3 LLP project has been partially funded under the Lifelong Learning Programme, subprogramme KA3 ICT.
  • 21. ITAG EHD - 23/10/2012, NTU Nottingham UK. ADDITIONAL SLIDES IF REQUIRED… 21
  • 22. ITAG EHD - 23/10/2012, NTU Nottingham UK. STAY SAFE! (COMING SOON!) Subjects  Emails  Web use  Messenger programs  Social networks 22 Gameplay  Role play game  Player is a computer user trying to keep himself and his computer safe  Screen shows the problems including user going through a set of new emails, friendship adds on a messenger program, scenarios on a social network and issues in a web browser.  Questions repeated and set out using an overlaid display.  A helper standing behind the user is watching over the user’s progress and can offer help and advice when the player makes bad decisions.
  • 23. ITAG EHD - 23/10/2012, NTU Nottingham UK. FLY SWAT (FUTURE DEV) 23 P-level Target Game idea P2i Briefly tracks vertically moving object on screen Watch vertical moving fly P2i Briefly tracks horizontally moving object on screen Watch horizontal moving fly P2ii Tracks vertically moving object on screen Watch vertical moving fly P2ii Tracks horizontally moving object on screen Watch horizontal moving fly P3i Tracks predictable movements with changes of direction of a moving stimulus across a screen Watch fly walk around perimeter of screen P3ii Tracks random movement on a screen Watch fly fly randomly around screen P5 Tracks movement across a screen showing reaction at appropriate point Response when a horizontally moving fly reaches food/target to swat P5 Tracks object horizontally across the screen operating the switch at the correct time Activate switch when a horizontally moving fly reaches food/target to swat P5 Tracks object vertically across the screen operating the switch at the correct time Activate switch when a vertically moving fly reaches food/target to swat P6 Activate switch to randomly generated visual prompts Activate switch when fly appears P6 Activate switch to randomly generated audible prompts Activate switch when fly sound is heard P6 Understands in a two switch activity that each switch triggers a separate action Activate 2 switches. one controls swat action one controls catch in jar action? P7 Activate switch to control horizontal movement – almost on target Stop horizontally moving fly on outer target P7 Activate switch to control horizontal movement –on target Stop horizontally moving fly on inner target P7 Activate switch to control vertical movement – almost on target Stop vertically moving fly on outer target P7 Activate switch to control vertical movement – on target Stop vertically moving fly on inner target P7 Use space bar as a switch -apply in any of the above P8 Press switch at appropriate moment e.g. to hit target Stop randomly moving fly on a target Support p-level targets • from showing awareness of the output technologies, • to awareness that the user can interact with the technology, • through to practicing with interaction with the technology. Stimulating visually and audibly. Oak Field P-level curriculum analysed. The primary areas where the curriculum could be best supported by game technologies were identified as • reaction and interaction, • sequencing, • choosing and • matching. Of these, the area that would support the broadest part of the curriculum was that of reaction and interaction. Supports certain p-level tasks from p2 to p8 Such a game would need to be adjustable with the ability to set the speed of movement and with a variety of colours and variations in contrast and resolution available to suit as many potential users as possible.
  • 24. ITAG EHD - 23/10/2012, NTU Nottingham UK. THANK YOU. 24 Andy Burton andy.burton@ntu.ac.uk www.vipi-project.eu facebook.com/vipiproject twitter.com/vipi_project  Brown DJ, McIver E, Standen PJ and Dixon P (2008). Can Serious Games Improve Memory Skills in People with ID? Journal of Intellectual Disability Research. Vol. 52, Parts 8&9, p.678. August 2008. ISSN 0964-2633.  Brown, D. J, James Ley, Lindsay Evett, Penny Standen, (2011) Can participating in games based learning improve mathematic skills in students with intellectual disabilities? Proceedings of IEEE SeGAH 2011; http://doi.ieeecomputersociety.org/10.1109/SeGAH.2011.6165461 November 16- November 18; ISBN: 978-1-4673-0433-7.  Standen PJ, Rees F and Brown DJ. (2009i). Effect of playing computer games on decision making in people with intellectual disabilities. Journal of Assistive Technologies, Vol 3, issue 2, pp.6-15. © Pavilion Journals (Brighton) Ltd.  Standen PJ, Karsandas RB, Anderton N, Battersby S, Brown DJ. (2009ii). An evaluation of the use of a computer game in improving the choice reaction time of adults with intellectual disabilities. Journal of Assistive Technologies, Vol3, issue 4, p.4- 11, © Pavilion Journals (Brighton) Ltd.  Ulicsac, M, Wright M (2010) Games in Education – Serious Games - A Futurelab Literature Review. Downloaded from www.futurelab.org.uk/projects/games-in- education on 11/10/2012 The ViPi KA3 LLP project has been partially funded under the Lifelong Learning Programme, subprogramme KA3 ICT.