Skip to main content

Galaxy Shop: Projection-Based Numeracy Game for Teenagers with Down Syndrome

  • Conference paper
  • First Online:
Serious Games (JCSG 2017)

Part of the book series: Lecture Notes in Computer Science ((LNISA,volume 10622))

Included in the following conference series:

Abstract

Teenagers with Down syndrome face difficulties in acquiring new skills specially in the tasks that need high cognitive abilities. In the recent years, serious games showed to be a promising assistive mean in the field of education. Augmented Reality (AR) technology is a growing research area that could be achieved by different ways for many purposes. The main focus of this study is investigating the effect of using a projection based game for Down syndrome teenagers in an educational context. This was done through implementing a game that aims at enhancing their numeracy skills for financially independent living. The developed interactive surface game was tested with a number of Down syndrome teenagers, and its effect on their learning outcomes was compared to the effect of the same game played on the normal technological mean they receive, namely the personal computers.

This is a preview of subscription content, log in via an institution to check access.

Access this chapter

Chapter
USD 29.95
Price excludes VAT (USA)
  • Available as PDF
  • Read on any device
  • Instant download
  • Own it forever
eBook
USD 39.99
Price excludes VAT (USA)
  • Available as EPUB and PDF
  • Read on any device
  • Instant download
  • Own it forever
Softcover Book
USD 54.99
Price excludes VAT (USA)
  • Compact, lightweight edition
  • Dispatched in 3 to 5 business days
  • Free shipping worldwide - see info

Tax calculation will be finalised at checkout

Purchases are for personal use only

Institutional subscriptions

Notes

  1. 1.

    The Downs Syndrome Association, United Kingdom.

References

  1. Dondlinger, M.J.: Educational video game design: a review of the literature. J. Appl. Educ. Technol. 4(1), 21–31 (2007)

    Google Scholar 

  2. Kim, B., Park, H., Baek, Y.: Not just fun, but serious strategies: using meta-cognitive strategies in game-based learning. Comput. Educ. 52, 800–810 (2009)

    Article  Google Scholar 

  3. Nakamura, J., Csikszentmihalyi, M.: The concept of flow. In: Flow and the Foundations of Positive Psychology, pp. 239–263 (2014)

    Google Scholar 

  4. Oelwein, P.L.: Teaching reading to children with down syndrome: a guide for parents and teachers. In: Topics in Down Syndrome. Woodbine House, Bethesda (1995)

    Google Scholar 

  5. Mochocki, M.: Reality is Broken: Why Games Make us Better and How They can Change the World. Ed. by, J. McGonigal. Penguin Press, New York (ss. 388. Czasopismo ludologiczne Polskiego Towarzystwa Badania Gier), p. 239 (1995)

    Google Scholar 

  6. Faragher, R., Brown, R.I.: Numeracy for adults with down syndrome: it’s a matter of quality of life. J. Intell. Disabil. Res. 49(10), 761–765 (2005)

    Article  Google Scholar 

  7. Freina, L., Busi, M., Canessa, A., Caponetto, I., Ott, M.: Learning to cope with street dangers: an interactive environment for the intellectually impaired. In: EDULEARN 2014 Proceedings, pp. 972–980 (2014)

    Google Scholar 

  8. Hanus, M., Fox, J.: Assessing the effects of gamification in the classroom: a longitudinal study on intrinsic motivation, social comparison, satisfaction, effort, and academic performance. Comput. Edu. 80, 152–161 (2015)

    Article  Google Scholar 

  9. Muntean, C.I.: Raising engagement in e-learning through gamification. In: Proceedings of 6th International Conference on Virtual Learning ICVL, pp. 323–329 (2011)

    Google Scholar 

  10. Swartout, W., van Lent, M.: Making a game of system design. Commun. ACM 46(7), 32–39 (2003)

    Article  Google Scholar 

  11. Pearce, J., Ainley, M., Howard, S.: The ebb and flow of online learning. Comput. Hum. Behav. 21, 745–771 (2005)

    Article  Google Scholar 

  12. Wu, H.K., Lee, S.W.Y., Chang, H.Y., Liang, J.C.: Current status, opportunities and challenges of augmented reality in education. Comput. Educ. 62, 41–49 (2013)

    Article  Google Scholar 

  13. Kaufmann, H., Steinbgl, K., Dnser, A., Glck, J.: Improving spatial abilities by geometry education in augmented reality-application and evaluation design. In: First International VR-Learning Seminar at Virtual Reality International Conference, Laval (2005)

    Google Scholar 

  14. Craighead, J., Burke, J., Murphy, R.: Using the unity game engine to develop sarge: a case study. In: Proceedings of 2008 Simulation Workshop at the International Conference on Intelligent Robots and Systems (2008)

    Google Scholar 

  15. Salah, J., Abdennadher, S., Sabty, C., Abdelrahman, Y.: Super alpha: Arabic alphabet learning serious game for children with learning disabilities. In: Marsh, T., Ma, M., Oliveira, M.F., Baalsrud Hauge, J., Göbel, S. (eds.) JCSG 2016. LNCS, vol. 9894, pp. 104–115. Springer, Cham (2016). doi:10.1007/978-3-319-45841-0_9

    Chapter  Google Scholar 

  16. Touchizer - Learning has never been more interactive! http://touchizer.com

  17. Dunleavy, M., Dede, C., Mitchell, R.: Affordances and limitations of immersive participatory augmented reality simulations for teaching and learning. J. Sci. Educ. Technol. 18(1), 7–22 (2009)

    Article  Google Scholar 

  18. Angelia, S., Ohta, N., Sugiura, K.: Design and evaluation of educational kines-thetic game to encourage collaboration for kindergarten children. In: Proceedings of 12th International Conference on Advances in Computer Entertainment Technology, p. 19. ACM (2015)

    Google Scholar 

  19. OrtegaTudela, J.M., GmezAriza, C.J.: Computer-assisted teaching and mathematical learning in down syndrome children. J. Comput. Assist. Learn. 22(4), 298–307 (2006)

    Article  Google Scholar 

  20. Stege, L., Van Lankveld, G., Spronck, P.: Serious games in education. Int. J. Comput. Sci. Sport 10(1), 1–9 (2011)

    Google Scholar 

  21. Lee, J., Luchini, K., Michael, B., Norris, C., Soloway, E.: More than just fun and games: assessing the value of educational video games in the classroom. In: CHI 2004 Extended Abstracts on Human Factors in Computing Systems, pp. 1375–1378. ACM, April 2004

    Google Scholar 

  22. Serio, D., Ibez, M.B., Kloos, C.D.: Impact of an augmented reality system on students’ motivation for a visual art course. Comput. Educ. 68, 586–596 (2013)

    Article  Google Scholar 

  23. Kesim, M., Ozarslan, Y.: Augmented reality in education: current technologies and the potential for education. Procedia-Soc. Behav. Sci. 47, 297–302 (2012)

    Article  Google Scholar 

  24. El Sayed, N.A., Zayed, H.H., Sharawy, M.I.: ARSC: augmented reality student card. Comput. Educ. 56(4), 1045–1061 (2011)

    Article  Google Scholar 

Download references

Author information

Authors and Affiliations

Authors

Corresponding author

Correspondence to Jailan Salah .

Editor information

Editors and Affiliations

Rights and permissions

Reprints and permissions

Copyright information

© 2017 Springer International Publishing AG

About this paper

Check for updates. Verify currency and authenticity via CrossMark

Cite this paper

Salah, J., Abdennadher, S., Atef, S. (2017). Galaxy Shop: Projection-Based Numeracy Game for Teenagers with Down Syndrome. In: Alcañiz, M., Göbel, S., Ma, M., Fradinho Oliveira, M., Baalsrud Hauge, J., Marsh, T. (eds) Serious Games. JCSG 2017. Lecture Notes in Computer Science(), vol 10622. Springer, Cham. https://doi.org/10.1007/978-3-319-70111-0_10

Download citation

  • DOI: https://doi.org/10.1007/978-3-319-70111-0_10

  • Published:

  • Publisher Name: Springer, Cham

  • Print ISBN: 978-3-319-70110-3

  • Online ISBN: 978-3-319-70111-0

  • eBook Packages: Computer ScienceComputer Science (R0)

Publish with us

Policies and ethics