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Group Work: Design and Develop an ebook application for children with reading
disabilities.
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1. BACKGROUND
2. ISSUE
3. DESIGN CONCEPT OF EDUCATIONAL SOFTWARE FOR CHILD DEAF
As usual, learning concept for preschool children are taught through gaming and
exploring mechanisms, for that reason this elements had been taken inconsideration to
make this software attractive to them. There are Methods of communication for child deaf
or hard of hearing:
1. Sign language
2. Oral
3. cued speech
4. total communication
5. fingerspelling
6. Interpreter
The creation of software that can be used in the classroom as a educational tool
should be aligned with pedagogical principles. There are a few educational tools were
used for kids to learn. The creation of a educational tools should be aligned with this
principles:
i. Requirements
They can achieve symbolic game mastery but less quickly than people with full
hearing.
They prefer constructive games like drawing, filling and relating.
They represent the reality in a different way
They require communication based on signaliy8ng or in a visual environment.
They can achieve full cognitive development but at a much slower pace with
respect to the rest of the children in their age group.
ii. Software methodology
Because the software proposed should include pedagogical principles we decided to
follow the extended methodology for developing educational software proposed by
Cataldi, et al [6]. This methodology considers the next life cycle [7]:
1. Feasibility (FAC)
2. System requirements definition (RES)
3. Specification of prototype requirements (REP)
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In this study, they are using Cued Speech as a method for their e-learning. According to
the National Cued Speech Association, Cued Speech is is a mode of communication
based on the phonemes and properties of traditionally spoken languages. Cueing allows
users who are deaf or hard of hearing or who have language/communication disorders to
access the basic, fundamental properties of spoken languages through the use of vision.
The particular activities covered by the software are shown in figure 1 in a diagram of use
case.As we stay in the requirement section, many of the activities that were designed for
children take in consideration their particular needs of learning promoting the games
which include drawing, filling and relating.
Figure 1: General uses cases diagram. This diagram identifies the functionality of the
prototype. It can be find four main actions where the student does activities like play and
explore with the help of any activity. additionally the kid can watch videos and also it
includes a tutorial about the use of the tool.
4. SCOPE AND THEME
SCOPE
In this study, we just focus for children between the range of three to five years old