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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Main Authors: Jennifer A. Cardenas Castaneda, Pei-Chun Lin, Patrick C. K. Hung, Hua-Xu Zhong, Hao-An Tseng, Yung-Fa Huang, Rafiq Ahmad
Format: Article
Language:English
Published: SpringerOpen 2025-01-01
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.
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issn 2196-7091
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publishDate 2025-01-01
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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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