An activity theory-based exploration of “Eyeland”, a task-based serious game for EFL visually impaired students

This study investigates how the Eyeland app, an accessible task-based serious game for English as a foreign language (EFL), can remediate traditional lessons for both visually impaired students (VISs) and sighted students (those without visual impairments) in a public high school in Colombia. Using...

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Main Authors: Karen Villalba, Heydy Robles, Miguel Jimeno, Martha Cecilia Delgado-Cañas, Adriana Perez, Francisco Quintero
Format: Article
Language:English
Published: PeerJ Inc. 2025-04-01
Series:PeerJ Computer Science
Subjects:
Online Access:https://peerj.com/articles/cs-2631.pdf
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author Karen Villalba
Heydy Robles
Miguel Jimeno
Martha Cecilia Delgado-Cañas
Adriana Perez
Francisco Quintero
author_facet Karen Villalba
Heydy Robles
Miguel Jimeno
Martha Cecilia Delgado-Cañas
Adriana Perez
Francisco Quintero
author_sort Karen Villalba
collection DOAJ
description This study investigates how the Eyeland app, an accessible task-based serious game for English as a foreign language (EFL), can remediate traditional lessons for both visually impaired students (VISs) and sighted students (those without visual impairments) in a public high school in Colombia. Using an activity theory framework and its derived model, the Activity Theory-Based Model of Serious Games (ATMSG), the study explores the characteristics of traditional EFL lessons designed for these students, the adjustments made while integrating the Eyeland app, and the resulting changes in student experiences. The research employed action research cycles involving teachers in reflective processes that included planning, observing, acting, and re-planning to adapt and integrate Eyeland into the classroom. Qualitative research methods—field observations, focus groups, usability surveys, teacher interviews, and document analysis—were used to collect data and analyze how Eyeland was implemented and its effects on teaching and learning. Findings indicate that Eyeland effectively remediated traditional lessons by offering accessible, interactive features such as auditory, tactile, and visual support. These enhancements improved engagement for both sighted and visually impaired students. Traditional EFL lessons, which relied heavily on visual materials and teacher-centered methods, were transformed into more interactive, task-based activities that encouraged greater collaboration and student autonomy. Adjustments included redesigning lesson plans and rearranging classroom layouts to foster inclusion. Both sighted and visually impaired students reported positive experiences, particularly valuing the increased autonomy and engagement provided by Eyeland’s interactive tasks. The study highlights significant changes made to the lessons, with visually impaired students reporting predominantly positive experiences, though some teachers were reluctant to engage with the app. Eyeland contributed to the creation of inclusive classrooms by shifting from a teacher-centered approach to a student-centered learning environment that promoted better language learning outcomes. ATMSG was instrumental in analyzing how Eyeland fostered inclusive learning practices and provided valuable insights into re-mediation strategies, pedagogical planning, and the development of accessible content for EFL learners.
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spelling doaj-art-a1ec200fc9554c50afa1a8fd7806ac5d2025-08-20T02:18:55ZengPeerJ Inc.PeerJ Computer Science2376-59922025-04-0111e263110.7717/peerj-cs.2631An activity theory-based exploration of “Eyeland”, a task-based serious game for EFL visually impaired studentsKaren Villalba0Heydy Robles1Miguel Jimeno2Martha Cecilia Delgado-Cañas3Adriana Perez4Francisco Quintero5Foreign Languages Department, Universidad del Norte, Barranquilla, Atlantico, ColombiaForeign Languages Department, Universidad del Norte, Barranquilla, Atlantico, ColombiaComputer Science Department, Universidad del Norte, Barranquilla, Atlantico, ColombiaEducation Operations Department, St George University of London, London, Greater London, United KingdomSpanish Department, Universidad del Norte, Barranquilla, Atlantico, ColombiaPsychology Department, Universidad del Norte, Barranquilla, Atlantico, ColombiaThis study investigates how the Eyeland app, an accessible task-based serious game for English as a foreign language (EFL), can remediate traditional lessons for both visually impaired students (VISs) and sighted students (those without visual impairments) in a public high school in Colombia. Using an activity theory framework and its derived model, the Activity Theory-Based Model of Serious Games (ATMSG), the study explores the characteristics of traditional EFL lessons designed for these students, the adjustments made while integrating the Eyeland app, and the resulting changes in student experiences. The research employed action research cycles involving teachers in reflective processes that included planning, observing, acting, and re-planning to adapt and integrate Eyeland into the classroom. Qualitative research methods—field observations, focus groups, usability surveys, teacher interviews, and document analysis—were used to collect data and analyze how Eyeland was implemented and its effects on teaching and learning. Findings indicate that Eyeland effectively remediated traditional lessons by offering accessible, interactive features such as auditory, tactile, and visual support. These enhancements improved engagement for both sighted and visually impaired students. Traditional EFL lessons, which relied heavily on visual materials and teacher-centered methods, were transformed into more interactive, task-based activities that encouraged greater collaboration and student autonomy. Adjustments included redesigning lesson plans and rearranging classroom layouts to foster inclusion. Both sighted and visually impaired students reported positive experiences, particularly valuing the increased autonomy and engagement provided by Eyeland’s interactive tasks. The study highlights significant changes made to the lessons, with visually impaired students reporting predominantly positive experiences, though some teachers were reluctant to engage with the app. Eyeland contributed to the creation of inclusive classrooms by shifting from a teacher-centered approach to a student-centered learning environment that promoted better language learning outcomes. ATMSG was instrumental in analyzing how Eyeland fostered inclusive learning practices and provided valuable insights into re-mediation strategies, pedagogical planning, and the development of accessible content for EFL learners.https://peerj.com/articles/cs-2631.pdfActivity theoryMobile-assisted language learningEFLVisually impaired studentsSerious gamesAccessibility
spellingShingle Karen Villalba
Heydy Robles
Miguel Jimeno
Martha Cecilia Delgado-Cañas
Adriana Perez
Francisco Quintero
An activity theory-based exploration of “Eyeland”, a task-based serious game for EFL visually impaired students
PeerJ Computer Science
Activity theory
Mobile-assisted language learning
EFL
Visually impaired students
Serious games
Accessibility
title An activity theory-based exploration of “Eyeland”, a task-based serious game for EFL visually impaired students
title_full An activity theory-based exploration of “Eyeland”, a task-based serious game for EFL visually impaired students
title_fullStr An activity theory-based exploration of “Eyeland”, a task-based serious game for EFL visually impaired students
title_full_unstemmed An activity theory-based exploration of “Eyeland”, a task-based serious game for EFL visually impaired students
title_short An activity theory-based exploration of “Eyeland”, a task-based serious game for EFL visually impaired students
title_sort activity theory based exploration of eyeland a task based serious game for efl visually impaired students
topic Activity theory
Mobile-assisted language learning
EFL
Visually impaired students
Serious games
Accessibility
url https://peerj.com/articles/cs-2631.pdf
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