scholarly journals LUDUS-Desenvolvimento de um Jogo para Auxiliar no Aprendizado de Matemática para Alunos com Autismo

Author(s):  
Diego De Abreu Porcellis ◽  
Marcelo Siedler ◽  
Marizele Garcia

The present work was created from the need to develop educational tools that can be used in the Multimedia Resource Rooms of the Bagémunicipal education network, especially with children with autism. The software requirements were defined from meetings with the team of teachers and professionals who work in the Specialized Educational Service of General Emilio Luiz Malletschool, chosen as pilot of this project because it is one of the first schools to be contemplated with the classroom. resources. Among the listed requirements was prioritized to attend students aged 8-12 years and activities related to the four fundamental operations of mathematics: addition, subtraction, multiplication and division. As the purpose of the app is to support the teaching of students in the early grades of elementary school with autism. Thus, after the definition of the contents and the type of application, began to study the autistic universe and its particularities so that it was possible to design and develop an attractive game for this student

2021 ◽  
Vol 4 (1) ◽  
pp. 51
Author(s):  
Gloria Jonathan ◽  
Ade Iriani

Abstract: This study aims to evaluate the service quality of Kanaan Christian Elementary School in Banjarmasin. Type of research is evaluative research with descriptive qualitative methods using SERVQUAL model which measures the gap between consumer perceptions and expectations based on dimensions of reliability, responsiveness, assurance, empathy, and tangibility. Data were collected by interview, also using a SERVQUAL and school’s input, process and output aspect questionnaire. The results showed that the perception of service from customers is quite good and able to meet the minimum expectations although it has not reached the desired expectations. The order of SERVQUAL's five dimensions from most satisfying to least satisfying is: tangibility, reliability, empathy, assurance, and responsiveness. It can be concluded that the dimension of responsiveness is in the most unsatisfactory position because currently the management of Kanaan Christian Elementary School in Banjarmasin seems like there is no one taking a leader role. Things that can be considered by Kanaan Christian Elementary School are to keep and prove the promise that has been delivered so that customers are not easily disappointed and also involve parents in a word of mouth marketing strategy due to the character of target customers are critical, like to gather and chat together. Keywords: educational service; school quality; SERVQUAL Abstrak: Penelitian ini bertujuan mengevaluasi kualitas jasa di SD Kristen Kanaan Banjarmasin. Jenis penelitian ini adalah penelitian evaluatif dengan metode kualitatif deskriptif menggunakan model SERVQUAL yang mengukur kesenjangan antara persepsi dan ekspektasi konsumen berdasarkan dimensi reliabilitas, daya tanggap, jaminan, empati, dan bukti fisik. Teknik pengumpulan data dengan wawancara, dibantu kuesioner berinstrumen SERVQUAL dan aspek input, proses dan output sekolah. Hasil menunjukkan bahwa persepsi layanan jasa dari pelanggan cukup baik dan cukup memenuhi harapan minimum walaupun belum mencapai harapan yang diinginkan. Urutan lima dimensi SERVQUAL dari yang paling memuaskan hingga yang paling tidak memuaskan adalah: bukti fisik, keandalan, empati, jaminan, dan daya tanggap. Disimpulkan dimensi daya tanggap berada di posisi paling tidak memuaskan adalah karena saat ini manajemen SD Kristen Kanaan Banjarmasin seolah seperti tidak ada yang mengambil peran pemimpin. Hal yang dapat menjadi pertimbangan SD Kristen Kanaan adalah agar dapat menjaga dan membuktikan janji yang telah disampaikan agar pelanggan tidak mudah kecewa dan dapat melibatkan orang tua murid dalam strategi pemasaran mulut ke mulut mengingat karakter target pelanggan yang kritis, suka berkumpul dan mengobrol. Kata kunci: jasa pendidikan; kualitas sekolah; SERVQUAL


2021 ◽  
Vol 75 (Supplement_2) ◽  
pp. 7512510287p1-7512510287p1
Author(s):  
Chiao-Ju Fang

Abstract Date Presented Accepted for AOTA INSPIRE 2021 but unable to be presented due to online event limitations. The aim of this study was to help educators and clinicians better understand how the amount of time children with autism spectrum disorder (ASD) spend in resource rooms affects their participation levels in inclusive educational settings in Taiwan. No statistically significant relationships were found. This study provides professionals with a model for assessing how resource rooms impact the participation levels of children with ASD in inclusive settings. Primary Author and Speaker: Chiao-Ju Fang


Author(s):  
Paulo Veloso Gomes ◽  
João Donga ◽  
Vítor J. Sá

The implementation of gamification in immersive environments is a complex and multidimensional process. A socio-technical approach is necessary to cover all the specifications that the system needs to satisfy the needs and the purpose of its genesis. The use of virtual reality (VR) technologies in mental healthcare associated with gamification mechanisms has been gaining popularity. Two projects were developed using VR, one that allows people to experience and better understand mental health conditions through empathy construct and the other can be used to help patients with social phobia or Arachnophobia to reduce their phobias using VR solutions and real-time biofeedback. The authors analyze the aspects that influence the development of immersive environments and gamification mechanisms and propose a socio-technical methodology based on actor-network theory for the survey and definition of requirements.


Author(s):  
Seung Youn (Yonnie) Chyung ◽  
Joann Swanson

While the concept of utilizing learning objects has been addressed in instructional design for some time, slightly different definitions of the term “learning object” are found in the literature. For example, the Institute of Electrical and Electronics Engineers (IEEE) (2005) defines a learning object as “any entity, digital or non-digital, which can be used, re-used or referenced during technology supported learning.” Wiley (2000) similarly defines a learning object as “any digital resource that can be reused to support learning” (p. 7). Barritt and Alderman (2004) state a working definition of learning objects as “an independent collection of content and media elements, a learning approach (interactivity, learning architecture, context), and metadata (used for storage and searching)” (pp. 7-8). Merrill (1996) uses a different term, a “knowledge object” that consists of a set of predefined elements, each of which is “instantiated by way of a multimedia resource (text, audio, video, graphic) or a pointer to another knowledge object” (p. 32).


Autism ◽  
2015 ◽  
Vol 20 (4) ◽  
pp. 435-441 ◽  
Author(s):  
Gazi Azad ◽  
David S Mandell

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