DISABILITY YOUNG CHILDREN LEARNING PROCESS
SUPPORTED WITH MULTIMEDIA SOFTWARE: CASE STUDY
Micaela Esteves, Filipe Pinto
School of Technology and Management, Polytechnic Institute of Leiria, Portugal
Audrey Silva, Ana Duarte
Computer Science Department lab
School of Technology and Management, Polytechnic Institute of Leiria, Portugal
Keywords: Multimedia, disability, human-computer interaction, users with special needs, learning.
Abstract: Throughout technological resources, learning methods have achieved more affective and user-friendly
results than in traditional ways, even when the target audience are young children with special needs.
Addressing the usability, this paper introduces software directed to young children less than 13 years old
with special needs at vision and sound levels. This application intents to explain the definition, the origin
and the way it works of some actual electronic devices used in their quotidian, like television, telephone,
electricity or personal computer. Along this paper, all the work developed under pedagogical guidelines
specially directed to young children with disability it is presented and also the analysis, programming and
testing phases are explained.“Disabled persons have the inherent right to respect for their human dignity
(…) whatever the origin, nature and seriousness of their handicaps and disabilities, have the same
fundamental rights as their fellow-citizens….” (Declaration on the Rights of Disabled Persons, United
Nations resolution December 1975).
1 INTRODUCTION
Contemporary society has been developing around
technological realities. Education in particular,
although its role in technology development hasn’t
still achieved its own benefit.
Some studies about assessment of impact on
information technologies (IT) in education
demonstrates that it encourages creative thinking,
the ability to problem-solving and persistence in the
pursuit of objectives (Azevedo, 1997; Verenikina et.
al, 2003). Some researchers also support that IT
encourage children, in particular, to use different
sensory channels, representing substantial gains in
terms of learning effectiveness, retention and
understanding of the subjects exposed (Azevedo,
1997; Verenikina et. al, 2003;Moore, 2007).
Regarding the learning motivation, compared with
traditional methods, IT increases the availability and
encouragement for learning in children in general
and it is also, associated with the technological
curiosity causing greater interest in those contents
(Lethbridge et al., 2007). Nevertheless, multimedia
resources usage provides a greater adaptability to
different styles of learning regardless their level or
skill in information technology, providing in the user
a greater involvement in the learning process
(McCormick, 2001; Lethbridge et al., 2007).
Technological effect has made its own contribution
to the motivation of any user not only because "the
motivation is one of the most positive contributions
of the computer" (Reeves et. al,2002; Debra, 2004),
but also because all set of images, animation and
sound effects stimulates the user’s interest (young-
child), leading him/her to exploration and discovery
(McElligott, 2004). Technology can actually help
children to acquire self confidence, allowing them
through repetition of the success, providing answers
based on the actions; never be impatient and always
forgiving and allowing the child to learn at his/her
own pace and rhythm (McCormick,2001).
Although their common availability, technological
resources as pedagogical tools at Portuguese schools
are still scarce or sparse, namely to the students with
375
Esteves M., Pinto F., Silva A. and Duarte A. (2008).
DISABILITY YOUNG CHILDREN LEARNING PROCESS SUPPORTED WITH MULTIMEDIA SOFTWARE: CASE STUDY.
In Proceedings of the Tenth International Conference on Enterprise Information Systems - HCI, pages 375-379
DOI: 10.5220/0001709203750379
Copyright
c
SciTePress
special needs. Among others reasons, this stems
from the gap between social and market needs and
Portuguese software market or even scientific
research are applied to this field.
In this context, the work that we developed aimed
the completion or at least reduce the referred gap in
area of software tailored to the issue. After an
exhaustive search along databases software and
surveys oriented or conducted by teachers or
researchers in this field, we didn’t find any software
in Portuguese market with similar objectives to those
that we have proposed in this project.
Citing the main director of a national research centre
for children with special needs: "there isn’t, at
national level, available in the market, software
within the theme proposed" (Sousa, 2006). This
statement is more impressive if we consider young
children with less than 13 years old, who besides
their natural limitations can’t use or gain advantage
from IT or even share all the fascinating issues that
IT suggest on them. In Portugal, in 1999, the tax of
population with some disability was fixed at 9,16%,
within those, 135 500 were blind and 115 000 were
deafs, estimating then, that in 2020 almost 20% of
the Portuguese population will suffer some kind of
disability (Godinho, 1999).
This paper is structured as following: in this
introductory section, we address the main theory
studies that support this kind of projects. In the
following section, we introduce the education for
disabilities young-children’s software following the
experimental work with all corresponding
programming and testing phases. We end this article
with the discussion results and addressing the future
work.
2 SOFTWARE DEVELOPED
According to the previous studies (McElligott, 2004;
Archambault, 2005), the software programming and
planning was developed in the following stages:
Contents and structure selection;
Technology selection;
Interface design;
System Components;
Programming;
Tests interaction;
Distribution and feedback register.
To support this research, there were needed two
kinds of groups: knowledge experts (composed with
9 teachers from first and second education cycles)
and user groups, composed by 11 elements with
three types of young children users: deaf, blind and
without disability.
2.1 Contents and Structure Selection
Despite the gap in the market of software, to propose
one multimedia application for young children that
covers their curiosity amongst their quotidian
technological devices it was a difficult task. First,
we visited and interviewed some teachers and
registered their opinions. Therefore, with the first
results, we interviewed some young children in
order to check and validate the initial ideas that
came from the teachers group. With the cross table,
we visited again the teachers group and closed the
cycle. It was proposed one list of contents with one
structure like this:
Community: electricity
Home device: TV
Personal use: telephone
Technology: computer
2.2 Technology Selection
Although the spread use of programming languages
and tools to develop multimedia contents, we
considered that the Director from Macromedia
would be the best option that we could take. Due to
our timing as well the heterogeneity of the research
group that solution represents the best selection both
by their available documentation and the export
facility (allows running the application almost in
every kind of computers).
2.3 Interface Design
During this stage, we developed and presented to
both groups some different kinds of screen layouts.
Each one of these proposes were substantially
different from each other. We tested colours,
schemas, mouse cursor pointing face, font types and
desktop presentation layout.
As a result of the meetings with both groups the
interface selected was this:
Simple to read, with clear, big and simple type
fonts;
Simple to use, with large areas to the selection
and with both possibilities: mouse and
keyboard;
Best contrast rate, with colours selection that
makes visible all the items and information in
the screen;
ICEIS 2008 - International Conference on Enterprise Information Systems
376
With more attractive character which has big
eyes and wide mouth, it is smiling and whose
body is composed by the elements under study.
2.4 System Components
After all the above steps that were defined the
system components are:
On-line Dictionary of used terms, that will help
the user to understand better the concepts
presented;
Main navigation buttons allow in any time the
user to select the main general functions like:
close the active window, activate the help,
printer and systems options;
Play screen where the theme animation and
activities are presented;
Main text window which is used to show the
text information relative to current theme
selected;
Remote control: basic quick access unit that
drives the to main system options, like sounds,
movie controls or theme selection;
Dynamic menus were the theme titles as well
the application navigation structure are
showed. There are several and different kinds
of menus, like shown in figure 1:
Figure 1: Application screen shoot.
Chronological time line which reflects the
relative time between inventions or even
between invention milestones;
Mascot main character used to establish some
user friendship with the user and that intents to
be both an animated main menu and the
narrator of the application stories.
2.5 Programming
Multimedia programming task was one the most
time consuming phases of this project. Thus,
considering this project as a system with a complete
set of modules like (Verenikina, 2003; Archambault,
2005):
2.5.1 Application Interface
As stated before, the interface was considered as one
of the most important aspects to motivate the user
and therefore the application usage. Indeed the
programming was developed to control and present
all options in any time that was required. For
instance, when we in the electricity theme we had to
present options like: historical electricity time line;
electricity main characteristics or bulb lamp
animations library;
Considering the relation between user and
application, based on the mascot narration action,
was needed to study and implement some mouth
movements in order to gain some mascot movement
credibility.
Another credibility issue was the character
movement that was used to illustrate for example
Thomas Watson walk movement. To aim this
objective, we analysed frame-by-frame on real
human walk video in order to capture significant leg
human movements that were needed to reflect in the
character.
2.5.2 Users Interaction
In this issue, we considered all the programming
tasks related to the devices used to interact with the
application.
As it was previously referred, this application
targeted disabled young children with less than 13
years old. Therefore, the main general application
concerned to user’s interaction, covers the following
aspects (Archambault, 2005;Smith et. al, 2005):
Easy to use, through basic menus with simple
keyboard, click-action combination or even
with touch-screen option for those that have
this kind of monitors;
Easy to learn due to their clear interface, all the
objects presented inside the play area are
actionable and therefore conduct the user to the
theme or the subject that we want to go.
Quick access to main functions, the application
has content menu to all themes and subjects.
User friendly is assured by the nature of the
application as well by the mascot that reacts to
their interaction.
Regarding each kind of special needs, there are
several classes of requirements according to their
user’s disability:
DISABILITY YOUNG CHILDREN LEARNING PROCESS SUPPORTED WITH MULTIMEDIA SOFTWARE: CASE
STUDY
377
Blind users: According with to their blindness
nature, blind users need can be understood in
two classes: If the user is blind from birth, that
he/she represents that he probably doesn’t have
any idea about screen limits or how does the
mouse works; In other hand, if the user became
blind several years after his/her birth, he/she
probably would have some experience of real
world like the limits or some devices that move
depending their arm movement (e.g., mouse).
Having this scenario in mind, we developed the
application interaction towards blind from birth
users’ limitation. That is, all the application can
be explored with keyboard keys combination
and all options for actions can be therefore
activated with special keys e.g., F1 – Help
index, F2 – main menu,… Notice the fact that
all the referred options also have sound-based
legends.
Deaf users: Deaf users have a similar
behaviour to those that don’t have any
limitation. The main difference remains in the
fact that these users need special legends to
every available action. Another important
remark is the fact that they need a special
attention to some words which they must be
accomplished in a word/image dictionary,
providing a better comprehension.
2.5.3 Outputs
In this project, we considered three kinds of output
devices: the screen, the printer and speakers.
The screen was considered simultaneously as
an input and output device: the normal output
function was treated regarding the usability and
the user’s interaction requirements. In order to
use the screen as an input device, some routines
were developed providing an easy user
interaction with the touch screen.
Regarding the printer, it was considered this
device as one of the most interesting media to
communicate the information with the blind
users. Therefore, it is possible to the blind user
to print the text information with a Braille
printer.
Sound and image requirements are assured by
the speakers that allow the application to have
sound-based legends. Speakers’ function
represents one of the most important
application characteristic which is spoken
narrative along it is used, namely to blind
young children. The synchronization between
heard sound and available option was
developed under the following items:
Every option available is sound-based described.
This must be in-time and on contextualized, for
instance, if one story is being told when the user
presses some option associated key, their
corresponded legend will be told at a different sound
level or pronounce;
When the user presses sequentially the tab-key,
the focus (sound legend), indicating the next option,
goes along a sequential and ordered set of pre-
defined options.
2.6 Tests Interaction
As soon as it was possible, we presented the very
first application routines to our both group tests.
Doing it we’ve tried to develop the application
according to their expectative and needs. It was
simultaneously an action research activity (we
introduced new facts to the group test, having their
feedback emitted after the recent experience which
was already new to them) and a scientific research -
we developed our research along the suggestions and
needs pointed by the group test and therefore we
tried to answer as better as we could to their
expectative.
As soon as we found the application stable, we
presented it to other users outside our group test. We
found then that our past group test was already
familiar with our project, having them omitting
some other relevant aspects. That was the case of
our blind users belonging to the test group –we’ve
just noticed the huge difference from the user who is
blind since the birth and the one become some time
after.
3 CONCLUSIONS AND FUTURE
WORK
This project incorporates different knowledge areas:
information technologies; normal and disabled
young children teaching.
Along this work, we presented how it was possible
to combine both multimedia and teaching currents in
order to aim an innovative learning system for
disabled young children.
In order to achieve such objective we’ve started with
two groups of test (one composed with teachers and
the other by the disabled young children under 13
years old), developing with them all work of
analysis (target characterization, user’s interaction
ICEIS 2008 - International Conference on Enterprise Information Systems
378
requirements and audience skills) and first contact
tests. In a second phase, with a stable application
sample, we introduced a second users group that
allowed then new insight about what was missed or
omitted until and during the prototype phase.
The application covers the explanation of how it
works, its history, curiosity and common questions,
related to issues like: electricity; telephone,
television and computer.
As results, we tested and therefore proved that the
systems allow and support the disabled young
children learning process in a way that they were
motivated and when solicited to answer to some
questions they did it well or even they play with the
proposed knowledge activities inside the application.
As a final remark, we constructed a software
application that is ready to be introduced in the
Portuguese market and represents an important
advantage in helping disabled young children
learning process.
As future work and research to be developed, we
point out new a target of disabled people like
children with mental or motor problems, for whom
there are already in the market special devices (e.g.
pointing devices guided by the eye retinal or forearm
support) aiding them to interact with applications
like the one we produced. Other improvement to this
application will be the introduction of new themes or
even applications directed to babies.
REFERENCES
Archambault, D. and Olivier, D. 2005. How to make
games for visually impaired children. In Proceedings
of the 2005 ACM SIGCHI international Conference on
Advances in Computer Entertainment Technology
(Valencia, Spain, ACE '05, vol. 265. ACM, New
York, 450-453.
Azevedo, B. 1997. Tópicos em Construção de Software
Educacional. Estudo Dirigido.
Debra L. Smarkusky , Harold H. Smith. 2004. Team
projects throughout the curriculum: course
management, teaching initiatives and outreach, Journal
of Computing Sciences in Colleges, v.19 n.5, p.119-
129, May
Godinho, F. Internet para Necessidades Especiais, 1999
Hotayt, F.1978 A Psicologia da Criança e do Adolescente,
Livraria Almedina, Coimbra
Lethbridge, T. C., Diaz-Herrera, J., LeBlanc, R. J., and
Thompson, J. B. 2007. Improving software practice
through education: Challenges and future trends. In
2007 Future of Software Engineering. International
Conference on Software Engineering. IEEE Computer
Society, Washington, DC, 12-28.
McCormick, R. and Scrimshaw, P. 2001. Information and
communications technology, knowledge and
pedagogy. Education, Communication and
Information 1 (1):37--57.
McElligott, J. and van Leeuwen, L. 2004. Designing
sound tools and toys for blind and visually impaired
children. In Proceeding of the 2004 Conference on
interaction Design and Children: Building A
Community. IDC '04. ACM, New York, NY, 65-72.
Moore, Rob 2007. Going critical: the problem of
problematizing knowledge in education studies.
Critical Studies in Education, 48 (1), 1750-8487.
Reeves, T., Baxter, P., and Jordan, C. 2002. Teaching
computing courses - computer literacy, business
microcomputer applications, and introduction to
programming online utilizing webCT. J. Comput.
Small Coll. 18, 1 (Oct. 2002), 290-300.
Sousa Celia, 2006 in revista perspectiva, lisboa,
http://www.revistaperspectiva.info/index.php?option=
com_content&task=view&id
Smith, S., Taylor, K., Green, T., Peterson, N., Garrety, C.,
Kremis, M., and Thompson, A. 2005. Using virtual
reality tools in design and technical graphics curricula:
An experience in learning. Engineering Design
Graphics Journal, 69(1), 16--25.
Verenikina, I., Harris, P., and Lysaght, P. 2003. Child's
play: computer games, theories of play and children's
development. In Proceedings of the international
Federation For information Processing J. Wright and
J. Lowe, Eds. ACM International Conference Proc ,
vol. 98. Australian Computer Society, Darlinghurst,
Australia, 99-106.
DISABILITY YOUNG CHILDREN LEARNING PROCESS SUPPORTED WITH MULTIMEDIA SOFTWARE: CASE
STUDY
379