Designing Gamification Technology For And With Students With Behavioral Disorders

PROCEEDINGS OF THE 12TH EAI INTERNATIONAL CONFERENCE ON PERVASIVE COMPUTING TECHNOLOGIES FOR HEALTHCARE (PERVASIVEHEALTH 2018)(2018)

引用 1|浏览30
暂无评分
摘要
Ubiquitous computing has previously demonstrated its ability to streamline the processes of data collection and analysis for practitioners. However, little has been said about designing technology where students with behavioral disorders are the primary users. In this position paper, we use previous research to identify the need for students with behavioral disorders to be more involved with their data and the potential positive outcomes that could arise with their involvement. We present our first iteration of a human-centered design process for creating Tadpole, an interactive digital media experience designed for students with behavioral disorders. This platform enables students and their guardians to interact with and monitor their behavioral progress in the classroom through data driven incentives in the form of interactive visuals and avatar features. As a second iteration design, we present our research proposal to involve students with behavioral disorders in the design process. We reflect on the challenges we face in designing with this population.
更多
查看译文
关键词
Gamification, behavioral disorders, children
AI 理解论文
溯源树
样例
生成溯源树,研究论文发展脉络
Chat Paper
正在生成论文摘要