Diseño de una interfaz tangible que apoye el desarrollo de habilidades de pensamiento computacional en niños de 7 a 11 años con implante coclear

An user tangible interface it’s understood as a link between a controlled software and a physical product, which together they produce a series of responses for the user. All this in order to support in the skill development in which they have problems due their hearing impairment. This project has...

Full description

Autores:
Henao Moreno, Cristhiam
Naranjo Amezquita, Juan Sebastian
Tipo de recurso:
Fecha de publicación:
2018
Institución:
Universidad de San Buenaventura
Repositorio:
Repositorio USB
Idioma:
spa
OAI Identifier:
oai:bibliotecadigital.usb.edu.co:10819/6159
Acceso en línea:
http://hdl.handle.net/10819/6159
Palabra clave:
Pensamiento computacional
Niños con implante coclear
Interfaz tangible
Tangible Interfaces
Computational Thinking
Children with cochlear implant
Sistemas interactivos de computador
Interacción hombre - Computador
Implantes artificiales
Rights
License
Atribución-NoComercial-SinDerivadas 2.5 Colombia
Description
Summary:An user tangible interface it’s understood as a link between a controlled software and a physical product, which together they produce a series of responses for the user. All this in order to support in the skill development in which they have problems due their hearing impairment. This project has as purpose to design an interactive system in which involves a board physical game that interacts with a digital part through a mobile application, all of this involving educative, entertainment methodologies and scenarios that helps in the kids with cochlear implant learning. Children with cochlear implant have access to games or platforms. However, most of these applications are not oriented to children with hearing impairment, but to children hearing. Nowadays, children are digital generation so it’s very easy for them to interact with a mobile device and applications. The objective is that the child can interact with physical elements on a real environment, and in turn integrating technologies. In the document it is described in detail the different phases that were carried out. Two aspects were taken into account: (1) playful aspects to identify games mechanics y (2) educative aspects to involve learning methods and, that the teacher has the knowledge about computational thinking. This in order to develop a tangible interface according to the kids with cochlear implant needs.