Game Development Reference
In-Depth Information
This provides a starting point, for the teachers
to adopt the new Information Technology as a
means of student-centered learning in their therapy.
With which it was proceed to identify the specific
needs of each type of therapy. For the specific case
of this project, various exercises were identified
that could be simulated using technological tools.
Once identified, those activities that could be
simulated through the collaboration of students in
undergraduate courses related to IT, a prospective
study was conducted in the subjects of research
seminars. Manage to formalize a research and
software development project.
Going to the CAM's who wish to be beneficed
by the technological tool, inviting them to par-
ticipate as experts in development, conditions and
characteristics that those activities to be simulated
by software shall comply.
Together experts (professors of CAM) and
students in IT careers, developed the application
that contains the teacher's suggested activities.
Later, game usage evaluation parameters were
defined for RACEM related with learning of
children with psychomotor disabilities.
The software was tested and quality audits
were driven, after that it was taken to other schools
by students of IT careers within a social service
program, in which they did train teachers who
adopted the use of software in their classrooms.
Taking individual and collective records of stu-
dent's behavior in his/her psychomotor therapy.
Describing the student's progress and improve-
ments within the school year on which RACEM
game was adopted.
other words, develop fun games with minimal
complexity degree.
Promote with the media to inform the com-
munity regarding to, that handicapped children
are capable to use video games as a mean for
their development, so that the parents and teachers
allows them access to this fun way of learn, and
let them know the importance of those games for
this kind of children.
A touch board can be used, so that the child
will have better moves, and will not depend on
mouse, causing the use of his/her entire body.
A trend for the future is that PC manufacturers
construct peripherals as an option for people with
disabilities, for them to use low-cost components
based on ergonomic studies; and that in a future
game developers place strategies to offer simple
games chord to a handicapped person. It is also
identified in the future a potential market, for
developing games, console or PC with features
tailored to people with diminished skills.
We identify the feasibility of a paradigm, this
is, that the elements contained in the game allows
us to assess fine motor skills factors without being
properly a Test or purely an assessment tool, it also
helps to modify the teacher's attitude regarding
the adoption of new technologies
We suggest further research to develop games
for people with hearing and/or visual weakness. As
well as, ergonomic studies for the use of levers,
(see Fig. 7 and 8), rugs, panels or any other device
that can be used by a videogame.
Identifying the need to acquire, levers, rugs,
panels or any other peripheral device, that can
connect to the computer, adapted to satisfy these
people needs, may open a large market for the
acquisition of such devices.
We suggested future researches to develop
videogames for people with audition problems
and/or visual weakness. We also have the sugges-
It is recommended to increasing the use of the
game, and not just limited to half an hour twice
a week, as well as to train teachers in the use of
it to increase its incorporation.
Moreover, it is recommended game develop-
ment accessible to disabled people, considering
their physical and/or intellectual limitations, in
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