Designing inclusive tech playful educative solutions for visually impaired learners in STEM education
Abstract Education in science, technology, engineering, and mathematics (STEM) is essential to achieving continued technological advancement. The most critical years for instilling knowledge are during childhood, and a strategic way to accomplish this is through playful materials. Therefore, there i...
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Language: | English |
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SpringerOpen
2025-01-01
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Series: | Smart Learning Environments |
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Online Access: | https://doi.org/10.1186/s40561-024-00358-x |
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author | Jennifer A. Cardenas Castaneda Pei-Chun Lin Patrick C. K. Hung Hua-Xu Zhong Hao-An Tseng Yung-Fa Huang Rafiq Ahmad |
author_facet | Jennifer A. Cardenas Castaneda Pei-Chun Lin Patrick C. K. Hung Hua-Xu Zhong Hao-An Tseng Yung-Fa Huang Rafiq Ahmad |
author_sort | Jennifer A. Cardenas Castaneda |
collection | DOAJ |
description | Abstract Education in science, technology, engineering, and mathematics (STEM) is essential to achieving continued technological advancement. The most critical years for instilling knowledge are during childhood, and a strategic way to accomplish this is through playful materials. Therefore, there is a need to develop more inclusive solutions to achieve the good inclusion of visually impaired (VI) learners in this learning area. Despite their importance, specific design guidelines are scarce for developing playful, educational solutions for VI learners in STEM. Qualitative research was conducted through interviews and observations of the interactions between VI Learners playing an audio game and tactile 3D printed blocks, which covered an age range of young participants aged 8–18 years and adults aged 30–40 years in Taiwan. Surprisingly, the results showed that the combination of tangible and audio elements for playful purposes opens the way for students to show interest during educational interactions and, at the same time, allows them to understand the concept, especially when presented in different game missions but repeating the same principle/concept. In conclusion, there is a need for more inclusive strategies and approaches for playful STEM tools for VI learners, and one important aspect of achieving this is design guidelines. This study aims to understand the educational context of VI learners and their interactions when playing with educational materials to learn STEM concepts and develop design guidelines for the future development of playful STEM educational games. |
format | Article |
id | doaj-art-fdc1c0be521940a5ac125aaebd20b295 |
institution | Kabale University |
issn | 2196-7091 |
language | English |
publishDate | 2025-01-01 |
publisher | SpringerOpen |
record_format | Article |
series | Smart Learning Environments |
spelling | doaj-art-fdc1c0be521940a5ac125aaebd20b2952025-01-12T12:44:02ZengSpringerOpenSmart Learning Environments2196-70912025-01-0112112310.1186/s40561-024-00358-xDesigning inclusive tech playful educative solutions for visually impaired learners in STEM educationJennifer A. Cardenas Castaneda0Pei-Chun Lin1Patrick C. K. Hung2Hua-Xu Zhong3Hao-An Tseng4Yung-Fa Huang5Rafiq Ahmad6Smart & Sustainable Manufacturing Systems Laboratory (SMART LAB), Department of Mechanical Engineering, University of AlbertaDepartment of Information Engineering and Computer Science, Feng Chia UniversityFaculty of Business and Information Technology, Ontario Tech UniversityFaculty of Business and Information Technology, Ontario Tech UniversityFaculty of Business and Information Technology, Ontario Tech UniversityDepartment of Information and Communication Engineering, Chaoyang University of TechnologySmart & Sustainable Manufacturing Systems Laboratory (SMART LAB), Department of Mechanical Engineering, University of AlbertaAbstract Education in science, technology, engineering, and mathematics (STEM) is essential to achieving continued technological advancement. The most critical years for instilling knowledge are during childhood, and a strategic way to accomplish this is through playful materials. Therefore, there is a need to develop more inclusive solutions to achieve the good inclusion of visually impaired (VI) learners in this learning area. Despite their importance, specific design guidelines are scarce for developing playful, educational solutions for VI learners in STEM. Qualitative research was conducted through interviews and observations of the interactions between VI Learners playing an audio game and tactile 3D printed blocks, which covered an age range of young participants aged 8–18 years and adults aged 30–40 years in Taiwan. Surprisingly, the results showed that the combination of tangible and audio elements for playful purposes opens the way for students to show interest during educational interactions and, at the same time, allows them to understand the concept, especially when presented in different game missions but repeating the same principle/concept. In conclusion, there is a need for more inclusive strategies and approaches for playful STEM tools for VI learners, and one important aspect of achieving this is design guidelines. This study aims to understand the educational context of VI learners and their interactions when playing with educational materials to learn STEM concepts and develop design guidelines for the future development of playful STEM educational games.https://doi.org/10.1186/s40561-024-00358-xEducationSTEMVisually impairedPlayful designTangiblesInclusive design |
spellingShingle | Jennifer A. Cardenas Castaneda Pei-Chun Lin Patrick C. K. Hung Hua-Xu Zhong Hao-An Tseng Yung-Fa Huang Rafiq Ahmad Designing inclusive tech playful educative solutions for visually impaired learners in STEM education Smart Learning Environments Education STEM Visually impaired Playful design Tangibles Inclusive design |
title | Designing inclusive tech playful educative solutions for visually impaired learners in STEM education |
title_full | Designing inclusive tech playful educative solutions for visually impaired learners in STEM education |
title_fullStr | Designing inclusive tech playful educative solutions for visually impaired learners in STEM education |
title_full_unstemmed | Designing inclusive tech playful educative solutions for visually impaired learners in STEM education |
title_short | Designing inclusive tech playful educative solutions for visually impaired learners in STEM education |
title_sort | designing inclusive tech playful educative solutions for visually impaired learners in stem education |
topic | Education STEM Visually impaired Playful design Tangibles Inclusive design |
url | https://doi.org/10.1186/s40561-024-00358-x |
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