Video Games in Education of Deaf Children
A Set of Pratical Design Guidelines
Rafael dos Passos Canteri
1
, Laura S
´
anchez Garc
´
ıa
1
, Tanya Amara Felipe de Souza
2
and Carlos Eduardo Andrade Iatskiu
1
1
UFPR - Federal University of Paran
´
a, Paran
´
a, Brazil
2
INES - National Institute of Deaf Education, Rio de Janeiro, Brazil
Keywords:
Deaf Education, Video Games, Educative Games, Assistive Technologies.
Abstract:
Deaf communities are quite unsupported in terms of assistive technology. These communities have many
special needs in terms of Education, Communication and Leisure which, most of the time, are not attended.
There is a great variety of studies that ensure the benefits the educative video games bring to children. How-
ever, Deaf communities do not have satisfactory softwares of this kind as well. The present study shows a set
of guidelines, based on known educative video games models and on a Deaf children education methodology,
intended to support game developers when creating educational video games for Deaf children. Following the
guidelines, the construction of a game for Deaf children is presented in order to show the effectiveness of the
guidelines within the design process and to assess them.
1 INTRODUCTION
Deaf communities have struggled for many years for
recognition due to their differentiated condition. They
have been submitted to treatments with the intention
of removing the “problem” that they were supposed to
have. Their acquisition of certain basic rights, such as
allowing the use of Sign Language, a language more
natural for the Deaf, only recently began (Guimar
˜
aes,
2013). After years of struggles and achievements, the
Deaf began to be considered as citizens, members of
a minority whose inclusion brings together social, po-
litical and citizenship dimensions (Skliar, 1999).
There is a lack of technological artifacts to sup-
port teaching and learning of the Brazilian Sign Lan-
guage (Libras) for the Deaf, their families and their
teachers. This shortage is observed at all levels of for-
mal education. Even for the American Sign Language
(ASL), which is the language that has the greater vari-
ety of technological support tools, this gap exists (Ko-
rte et al., 2012).
Among the technological artifacts needed for the
Deaf, we can quote the electronic games. Video
games form an area of extensive commercial and cul-
tural success, but they can also be efficiently em-
ployed as educational tools. There is a vast amount
of studies (Squire, 2003) (Squire and Jenkins, 2003)
(Prensky, 2003) (Amory and Naicker, 1999) (Virvou
et al., 2005) (Korte et al., 2012) supporting the bene-
fits that these games can bring to children.
Even non-educational games ensure several ben-
efits to the children that play them, as improving the
physical, mental and creative abilities of the players
(Barab et al., 2005) (Bourgonjon et al., 2011) (Song
and Zhang, 2008). Educational video games have the
potential to, besides ensuring the advantages of en-
tertainment electronic games, support the teaching-
learning process at virtually every subject in any field
of knowledge.
In this sense, this work intends to create a set of
guidelines that leads the construction of video games
for Deaf children education, mainly between 0 to 6
years old. This way, the creation of new games for
these communities can be encouraged and oriented.
The guidelines proposed are based on well-known
and referential models of educative games and on a
Deaf children teaching-learning methodology.
The remainder of this paper is as follows: Sec-
tion II discusses related researches that have the Deaf
community as the target audience, in the research
group where this study was conducted. It also ad-
dresses the subjects of educative games and the teach-
ing methodology of hypotesis. Section III presents the
core of the work, the proposed guidelines. Section IV
shows some features of the software developed and
its assessment. Finally, Section V ends the paper with
122
dos Passos Canteri R., Sánchez García L., Amara Felipe de Souza T. and Andrade Iatskiu C..
Video Games in Education of Deaf Children - A Set of Pratical Design Guidelines.
DOI: 10.5220/0005397701220129
In Proceedings of the 17th International Conference on Enterprise Information Systems (ICEIS-2015), pages 122-129
ISBN: 978-989-758-098-7
Copyright
c
2015 SCITEPRESS (Science and Technology Publications, Lda.)
the conclusions.
2 RELATED RESEARCH
The projects of the research group in Human-
Computer Interaction for Social Inclusion of the
Computer Department of Universidade Federal do
Paran
´
a have focused efforts in providing socially in-
spired and socially based technology solutions for
brazillian Deaf communities. In this sense there are
the works (Bueno, 2014) (Guimar
˜
aes, 2013) (An-
tunes, 2011).
The work of (Antunes, 2011) developed a compu-
tational model for the description of the phonological
aspects of Libras signs in order to support different
application needs. This is the core of the architecture
that allows for the construction of technological and
computational useful artifacts for Deaf communities.
(Guimar
˜
aes, 2013) built a Pedagogical Compu-
tational Architecture to assist in the development of
technological tools to mediate the communication and
educational process between Deaf children and their
hearing parents. This architecture serves as a support
for Bilingual Literacy in written Brazilian Portuguese
and Libras.
(Bueno, 2014) described, with focus on the users
(Deaf children enrolled from kindergarten through 5th
grade of elementary school), the full potential of a
literacy supporting virtual environment. Such an en-
vironment will allow the teacher to select materials
from several textual genres and explore them with the
students aiming at learning to read and write in Por-
tuguese.
2.1 Educational Computer Games
Video games have become one of the most important
areas of entertainment nowadays. There is no way
of denying the fact that children and teenagers love
computer games (Virvou et al., 2005). Games are
a human activity that took throughout history many
anthropological, cultural, philosophical, psychologi-
cal, educational definitions and meanings (Laranjeira
et al., 2011).
New teaching and learning resources have been
added to education to enhance learning in different
ways. Digital games can make learning less mechan-
ical, and more fun for students.
Video games have been widely used in the teach-
ing of several subjects (Costa, 2012). Studies such
as (Alves, 2005) (Schcroter, 2004) (Squire and Jenk-
ins, 2003) prove that games not only satisfy the en-
tertainment needs of children, but also contribute to
their cognitive, social, emotional and cultural devel-
opment. Besides the known benefits of video games,
such as increased concentration and logical thinking
(Amory and Naicker, 1999) (Melonio and Gennari,
2013), the game and the play as social actions are
human activities that allow children to assimilate and
recreate sociocultural experiences of the adults.
By engaging with the game, the child comes out of
passivity, is faced with a challenge situation and has
various tools with which he/she must solve proposed
problems. When playing a game, there is a need to
train new cognitive associations in order to reach a so-
lution (Pereira, 2007). Differentiated lessons that aim
to work with well-targeted and objective recreational
activities are a creative way to develop the oral com-
munication skills of learners in the classroom (Costa,
2012).
Despite the vast amount of contributions that the
games bring to the school, they should not be used as
substitutes for the classroom, but rather as a comple-
mentary tool used in conjunction with the class (Vir-
vou et al., 2005). Currently writers, researchers, com-
panies, armies, foundations and game designers are
united with the goal of sharing the potential of digital
games for learning (Prensky, 2003).
2.2 Early Childhood Education of Deaf
The methodology for early childhood education of
the Deaf (Felipe, 2000), the main basis for the set
of guidelines presented in this paper, is mainly based
on the concept of semantic triples. This means that
for each semantic field (e.g. food, transportation, an-
imals) there is an element that matches the word in
Portuguese, the sign in Libras and a corresponding
picture in fruitful physical education practices. This
was the basis of the methodology being followed.
With it, the student gets to know the vocabulary of
the topics with which he/she has or will have frequent
contact. The vocabulary is needed for further linguis-
tic achievements.
This methodology can be used in various game
genres such as action games, adventures, puzzles and
even sports. For example, on a side-scroller platform
game, the student/player would be required to find the
3 elements (Libras, Portuguese and visual representa-
tion) related to a given concept in some stage before
being allowed to proceed to the next level.
Another possibility that the methodology ad-
dresses is games that allow the fitting of the letters of
the alphabet with the letters shown in Libras (finger-
spelling). This fingerspelling is used by the Deaf to
refer to proper names and to words that have no cor-
responding sign in Libras. Such an approach could
VideoGamesinEducationofDeafChildren-ASetofPraticalDesignGuidelines
123
be adopted in the early [and easier] stages of a game,
and only in the later stages the game could offer the
semantic triples.
3 THE GUIDELINES AND THE
MODEL
Hearing children have little or no difficulty in playing
and understanding current video games and, if they
face any difficulty, there are tutorials and tips for them
in text or voice in their language. Deaf children, on
the other hand, can not take advantage of such assis-
tance, because most of them do not understand the
written Portuguese, nor can they hear the voices of
narrators. This reveals a great research question: How
to make games suitable for deaf children?
Associated with this issue, there are all the bene-
fits of the use of computer games in education. There-
fore, in addition to understanding how to develop
video games for Deaf children, another relevant ques-
tion is: How to create educational video games for
children of these communities?
3.1 Methodological Steps
The two questions in the preceding paragraphs have
directed the whole work. All the methodological steps
pursued are described in the following paragraphs.
Common guidelines between the recent studies
(Korte et al., 2012) (Song and Zhang, 2008) (Ibrahim
and Jaafar, 2009) in the field of Educative Games
were accepted and incorporated on the model right
away. When guidelines were not consensual among
all the papers, the ones that met the requeriments of
Education of Deaf were included.
The core structure of an educational Deaf chil-
dren methodology (Felipe, 2000), previously devel-
oped and tested by an expert at this matter, was used
to build the specific guidelines that concern the Deaf
children. The association between this structure and
the educative games models oriented the creation of
the new guidelines this paper proposes.
Most of the general guidelines for the construction
of educational software games can be applied in the
context of Early Childhood Education of Deaf. How-
ever, when there were inconsistencies between the
identified general guidelines for educational games
and specific methodology of early childhood educa-
tion of Deaf, scientific papers involving Deaf games
that meet the guidelines of educational games such as
(Melonio and Gennari, 2013) were used as decision
arguments.
3.2 The Proposed Guidelines
This subsection lists and explains all the guidelines
created. The guidelines are ordered taking into ac-
count the sources that supported their creation, i.e. if
the guideline is based on educational games models,
Deaf education or general Deaf games. Each guide-
line presented is also followed by an example, oftenly
based on real games, that makes its understanding
simpler and easier.
Based on the previously discussed main models
of educational games design accepted in the scien-
tific community, the following guidelines were sug-
gested for the design and implementation of educa-
tional games for the Deaf:
G1: When planning an educational game, it is
necessary to first define what the designer/pedagogue
wants to teach in the game. E.g. if the game is going
to teach greetings and farewells, this is the first thing
that must be decided in the game making.
G2: After defining the learning goal, the target
audience and its age must be specified. This has sev-
eral reasons: adequacy of the interface with anima-
tions and graphics appropriate for the players’ age,
use of language easily understood by the target audi-
ence, defining the scope and depth of content, among
others. E.g. in a puzzle game some cognitive tasks
can not be performed by children below certain ages.
G3: The genre of the game being developed
should be chosen to suit the target audience and the
content being taught. E.g. the developer should not
build a RTS ou FPS game for a child. The educational
effect would be lost within the game complexity.
G4: The objectives need to be clear and have di-
rect association with the teaching of the desired con-
tent. E.g. matching illustration or animations with the
content being taught.
G5: The games must contain tutorials on how to
play them. An educational game will have no edu-
cational way of teaching a certain subject if it is not
even able to teach the player how to use it. E.g. a brief
video with the basics in the begining of the game play.
G6: The feedback for the players’ actions must
always be as fastest and as understandable as possible.
E.g. when an error is committed, the screen reaction
must be fast and understandable.
G7: In addition to the feedback system, a sys-
tem of player evaluation and performance record is
required. E.g. some kind of score system that records
the players successes and flaws.
G8: The evaluation system needs to have mean-
ingful grades or quantifiers. E.g. numbers, coins,
hearts, bars, etc.
G9: The interface elements must not distract the
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student’s attention away from its main task. E.g. score
system, hints, close or back buttons, they all must be
discrete.
G10: The difficulties and challenges must be
present in the gameplay tasks, not in use of the soft-
ware interface, which needs to be as simpler as pos-
sible. E.g. the interface environment for some games
like The Sims have so many objects in it, that using it
is harder than actually playing the game.
G11: The game needs to offer levels of difficulty
or have automatically adaptive difficulty according to
the player’s performance. E.g. usually the options of
Easy, Medium and Hard difficulties are enough.
G12: Whenever the game provides the player with
complex tasks, it should part them into simpler tasks.
E.g. if the objective of a certain level is: to get to
the end of level, keep the health of the character up to
70% and collect 12 apples. These 3 goals should be
split and carefully informed to the player during the
level in order to make it feasible for the player.
G13: Customization is an useful feature, as play-
ers learn more easily when information is tailored to
their preferences. E.g. allowing the player to choose
the color of the character’s clothes or the cursor of the
mouse.
G14: In order to maintain the interest and atten-
tion of the players, the rewards should be delivered
at the appropriate times. E.g. they must not be too
frequent to the point of making them less desirable,
but should not be too remote to the point of letting the
player bored.
G15: The workload required for receiving re-
wards should be increased over time, as the player’s
skill also increases with playtime. E.g. in order to get
an extra life for the main character, in the first level
the player is required to collect 4 apples. In a latter
level the number of apples needed should be the dou-
ble.
G16: The game must offer one task at a time. E.g.
beat the enemy, collect an apple, climb up a stair, etc.
From the methodology of early childhood educa-
tion of Deaf the following guidelines are proposed:
G17: The game needs to incorporate elements
that associate the written language with an illustra-
tion. E.g. taking advantage of the visual features of
a game like graphics, pictures, animations, the lan-
guage should have an element in the game that as-
sociates written Portuguese with some figure that ex-
plains the concept.
G18: In the cases of younger children (less than 4
years old), preference should be given to games that
associate signs of Libras with illustrations, leaving the
Portuguese aside. E.g. a point-and-click game that
shows the word in Libras when the player clicks an
object, should forget the Portuguese for younger chil-
dren and just show the Libras signs.
G19: Either the most basic levels or for
younger children, levels or activities that associate the
graphemes (letters) with the signed alphabet in Libras
should be offered. E.g. a matching game that fits the
letter A with its correspondent sign in Libras.
G20: Educational games for deaf children should
be constructed from semantic triples (Portuguese, Li-
bras and illustration), especially when the children’s
age is more than 4 years old. E.g. a space shooter
that requires the player to destroy an asteroid which
has the word in Portuguese, an asteroid which has the
word in Libras and an asteroid with a picture of the
corresponding object.
G21: Games should not always be focused on
teaching Libras, but in teaching subjects that are rel-
evant to the human development of the child. E.g.
animals, transportation, hygiene.
The guidelines above are often overlooked in pa-
pers of educative games that have no participation of
experts in education for Deaf.
Finally, from general guidelines of games for
Deaf, the last guidelines that compose the set are the
following:
G22: Texts should be avoided, since Portuguese is
not the primary language of Deaf children. For older
children or for literacy purpose games, this guideline
might be avoided. E.g. video tutorial, animations and
icons in every buttons, etc.
G23: The interface needs bold and bright colors
to please the children, always highlighting the main
task. E.g. the main activtiy of the game must always
be in the center of the screen and with the brighter
colors.
G24: Texts should not have unknown or ambigu-
ous words, moreover, there is preference for the use
of short words. E.g. if really necessary, the words in
a button or in an interface element should be VERY
simple.
G25: Relevant information must contain anima-
tions and highlights in order to draw attention of the
child. E.g. always keep the game action to the center
of the screen and always highlight objects that have
relation with the main task.
G26: Instructions should be placed before the
start of the game. Instructions that need to be inside
the game should be placed in a separate area on the
screen. E.g. a video tutorial that plays automatically
when the game is about to start.
G27: Younger children should have less choices
than the older ones. E.g. games that target ages from
2-6 should have little decision-making and should
guide the player through constant hints and path high-
VideoGamesinEducationofDeafChildren-ASetofPraticalDesignGuidelines
125
lights.
G28: The interface needs to be consistent, i.e.,
keeping the same items in the same order at different
screens. E.g. the button to close the game should
always be in the same place, no matter which screen
the action is at the moment.
G29: Objects from the sides need dynamic and
shapes that do not distract the player from the main
task. E.g. static buttons for side options and less col-
ors in the side interface components.
G30: Objects can only have mobility if they have
relationship with the main activity. E.g. avoid mov-
ing/animating the assisting side objects like scoring
system or hints.
G31: The feedback type must be customized for
Deaf children. E.g. there is no point in using audible
feedback, it should be animation or vibration on the
screen.
3.3 The Model
In order to arrange the knowledge produced and facil-
itate its understanding, the following model combines
the elements that compose the work developed. Fig-
ure 1 shows the model proposed.
Figure 1: Model for Educational Games for Deaf Children.
The main inputs for the creation of the guidelines
proposed were Educational Games models and the
Methodology of Education of Deaf. The foundation
of the whole structure is the Motivation. The motiva-
tion is the main component of any effective teaching.
At the bottom of the model lies the result achieved
with this work: early childhood education of the Deaf.
The main contribution of this work lies in the pro-
posed guidelines. It is possible to organize each of
the guidelines of the previous subsection in three cat-
egories: the ones that relate to the interface environ-
ment, those that deal with the gameplay mechanics
that make up the game, and the ones that address the
educational content included. Table 1 separates the
guidelines according to the game components they
correspond.
Table 1: Guidelines Classification.
Interface Gameplay Educational
Content
G1
G2 G2 G2
G3
G4 G4
G5
G6
G7 G7
G8
G9
G10 G10
G11
G12
G13
G14
G15
G16
G17 G17
G18 G18
G19 G19
G20
G21
G22
G23
G24
G25
G26 G26
G27 G27
G28
G29
G30
G31
4 THE GAME DEVELOPED
4.1 Game’s Description
To demonstrate the guidelines effectiveness, we de-
veloped a jigsaw puzzle game for education of Deaf
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126
Figure 2: Screen of Theme Selection.
children. The game was developed in Python pro-
gramming language in association with Pygame, a set
of libraries for game development in Python. In the
game’s interface and interaction environment, the rec-
ommendations suggested in the guidelines were fol-
lowed.
Figure 2 shows the theme selection screen. There,
the player or the instructor decides which topic will
be studied and played at the moment. Currently the
game offer the themes: Animals, Food, Hygiene and
Transportation. All topics were suggested by an ex-
pert in the field of early childhood education. Also
these topics are relevant for the age of the target au-
dience. Figure 2 also shows the absence of written
texts and the use of bold colors, as suggested by the
proposed guidelines for little children.
Figure 3 illustrates the game running in the theme
Transportation. The presence of the semantic triples
can be perceived. All the ilustrations have fitting
spaces, this way the student can match the correct
sign in Libras, the word in Portuguese and the figure
representing the concept. Triples already assembled
successfully by the student go to the right side of the
screen, in a smaller size, so the player can revise them
if necessary. This also frees spaces on the board, al-
lowing the player to stay focused in the incomplete
triples. The game also offers a level of harder dif-
ficulty, that has no fitting borders around the figures.
At this harder level the student has to match the triples
with his own knowledge of Libras and Portuguese.
Also, in the top left corner, there is the figure of a lit-
tle boy, that corresponds to the game’s evaluation sys-
tem: as the player successfully matches the triples, the
little boy starts receiving clothes pieces and colors.
As the guidelines demand, the game also includes
a tutorial, which intends to teach the player how to
properly play and react to the feedbacks the game
provides. The tutorial is a 3 minutes length video
that shows all the possible interactions the student
may have with the game and the results he gets from
each of them. The student can start the tutorial before
choosing a theme and begining playing.
Figure 3: Game - Transportation Theme.
4.2 An Experts’ Preliminary Evaluation
As a preliminary evaluation, the description and the
executable file of the game developed were presented
to an expert who agreed to participate in the process
and give his opinion on the quality of the game. Our
hypothesis was that provided the game proved to be
satisfactory, so would be the guidelines that had led
to it.
The report from a researcher of Human-Computer
Interaction of another Brazilian Federal University is
as follows:
“The menu is intuitive, the use of figures refers to
the existing options. The two game options (with or
without the matching pieces) are easily understood.
The images have backgrounds that contrast with the
drawings. The scorer of the total number of hits is
understandable and the positive or negative that indi-
cate whether the task was completed successfully or
not is also satisfatory. In either game mode, after fin-
ishing the activities, it is not so clear that the player
must click the icon of the ’door’ in order to return to
the main menu and play again. At first, one can re-
main waiting some other game instruction after the
image of ’Congratulations’.
This report shows that the game was rather proper,
following most of the guidelines. As some examples,
we can quote the guidelines G6 and G31 that address
feedback issues or guidelines G23 and G25 that cover
colors and higlights.
Never-the-less, one critical problem was identi-
fied, referring to guidelines G9 - the ’Congratulations’
picture distracts the player - and G10 - the task of go-
ing back to the main menu is harder than it should. Al-
though this makes an author’s mistake clear, for him
not having completely applied his own guidelines, it
also proves that those guidelines were correct.
4.3 A Case Study with the Game
The evaluation with Deaf children was held at the Mu-
VideoGamesinEducationofDeafChildren-ASetofPraticalDesignGuidelines
127
nicipal School of Early Childhood Education and Ele-
mentary Education Geny Jesus Souza Ribas, a school
specialized in the education of deaf children. After
a meeting with the principal and the pedagogues, in
which the game was shown and the process of assess-
ment was discussed, the testing with the children was
scheduled.
The assessment of the game was a qualitative anal-
isys.Two 3 years old deaf boys took part in the tests
[both about to turn 4 years old]. Besides them, an
pedagogue, a hearing instructor fluent in Libras and
three Deaf instructors assisted the assessment.
The students showed great joy with each succesful
match they made in the game and also every time they
initiated a new game. During the first 20 minutes of
play, the children needed constant help from the in-
structor. After that time, they began to play alone and
solve the problems without help, this occurred with
both children.
The software had a feedback that alerted the
player when he did something wrong, but the feed-
back didnt show, at the time, which mistake had been
made. From this pertinent remark put by both par-
ticipants, the tool was revised and improved with a
more informative and precise feedback. An interest-
ing comment is that both boys showed enough level
of satisfaction with the game and came out with the
same unique complain. This fact illustrates a differen-
tial feature of qualitative exploratory testing: the dis-
covery of especially good and/or especially bad char-
acteristics of the assessed artifact.
5 CONCLUSIONS AND FUTURE
WORKS
The main contribution of this work lies in the guide-
lines for building computer games with the purpose
of early childhood Deaf children education. From the
knowledge presented in this paper, a set of guidelines
were created, in order to guide programmers, game
designers and game development teams as a whole in
the construction of educational games for the target
audience.
The knowledge generated was then used in the de-
velopment of an educational game for teaching Libras
for Deaf children ranging from 0 to 6 years old. The
software product was tested with two children. The
game will soon be offered for free to all schools that
have Deaf children students in their classes.
As future work we intend to develop a colabo-
rative authorship tool that helps teachers and game
designers in the gathering of materials like images,
games levels, etc. These materials can be used
in several games and the tool will also guide the
teacher/designer in the development of educative
games for Deaf children.
ACKNOWLEDGEMENTS
We wish to thank CAPES foundation and the Re-
uni program for granting the scholarship that made
this study possible. We also want to thank profes-
sors Adriana Vaz, Francine A. Rossi and Andrea F.
Andrade for the authorship of artistic drawings of the
interface.
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