Mostrar registro simples

dc.contributor.authorEscudero-Mancebo, David
dc.contributor.authorCorrales-Astorgano, Mario
dc.contributor.authorCardenoso-Payo, Valentin
dc.contributor.authorGonzalez-Ferreras, Cesar
dc.date.accessioned2026-01-23T08:45:09Z
dc.date.available2026-01-23T08:45:09Z
dc.date.issued2021
dc.identifier.citationIEEE Access, june 2021, vol 9, p. 93480 - 93496.es
dc.identifier.issn2169-3536es
dc.identifier.urihttps://uvadoc.uva.es/handle/10324/82051
dc.description.abstractThe use of ICT tools is broadly extended among people with intellectual disabilities and also, to a lesser degree, the use of learning tools including learning games. Although the use of learning games is widely accepted due to its high engagement capacity, there are few studies that analyze its usability for people with intellectual disabilities. This work presents an evaluation of the impact of adding an autonomous playing mode on the usability of a learning game designed to aid the training of oral skills in people with Down syndrome. A study in which the effectiveness, efficiency and user satisfaction of a learning game are compared when the system is used with different degrees of teacher supervision is carried out. A learning game originally designed to train oral competencies for people with Down syndrome in a teacher supervised scenario is adapted to allow its autonomous use, by including a module that provides the automatic assessment of oral productions. The use of the tool is thus compared in three different scenarios: a supervised environment, autonomous use, and laboratory use with multiple users working in parallel. The different usability evaluation instruments used reveal that, although there are no differences in the degree of engagement, there may be important differences regarding session performance: the quality of the audios is lower in the laboratory sessions and the number of errors increases in the autonomous sessions. We conclude that, although the autonomous use of learning games by users with intellectual disabilities is possible, and this can lead to considerable savings in human resources, if the feedback provided by the game is not comparable with that provided by the teacher, performance may drop considerably although the degree of engagement is maintained.es
dc.format.mimetypeapplication/pdfes
dc.language.isoenges
dc.publisherIEEEes
dc.rights.accessRightsinfo:eu-repo/semantics/openAccesses
dc.subject.classificationComputer assisted pronunciation training, intelligent tutoring systems, down syndrome speech.es
dc.titleEvaluating the Impact of an Autonomous Playing Mode in a Learning Game to Train Oral Skills of Users With Down Syndromees
dc.typeinfo:eu-repo/semantics/articlees
dc.identifier.doi10.1109/ACCESS.2021.3090516es
dc.relation.publisherversionhttps://ieeexplore.ieee.org/abstract/document/9459689es
dc.identifier.publicationfirstpage93480es
dc.identifier.publicationlastpage93496es
dc.identifier.publicationtitleIEEE Accesses
dc.identifier.publicationvolume9es
dc.peerreviewedSIes
dc.description.projectThis work was supported in part by the Ministerio de Ciencia, Innovación y Universidades and the European Regional Development Fund (FEDER) under Grant TIN2017-88858-C2-1-R, and in part by the Consejería de Educación de la Junta de Castilla y León under Grant VA050G18es
dc.identifier.essn2169-3536es
dc.type.hasVersioninfo:eu-repo/semantics/publishedVersiones


Arquivos deste item

Thumbnail

Este item aparece na(s) seguinte(s) coleção(s)

Mostrar registro simples