scholarly journals Augmented Reality Mobile Application for Children with Autism : Stakeholders’ Acceptance and Thoughts

2022 ◽  
Author(s):  
Haida Umiera Hashim ◽  
Melor Md Yunus ◽  
Helmi Norman

American Psychiatric Association defined autism spectrum disorder as a neurological disorder due to which a diagnosed child may face difficulty in social communication or have a repeated or restricted set of behaviors. Learners with autism are primarily visual strategy learners, and they tend to learn better through pictures and images. Due to their cognitive disabilities, most learners with autism struggle to acquire new vocabulary. There have been many inventions invented by researchers all over the world to help autistic children with their education; however, not much emphasis put on the interventions that can assist autistic children with their English vocabulary learning process. Hence, this study intends to investigate the stakeholders’ acceptance and thoughts on the use of augmented reality mobile applications for children with autism. This study is a qualitative research study where interviews are used as an instrument to gather stakeholders’ views on the usefulness of the designed and developed augmented reality technology mobile application. This study involved seven respondents who come from different backgrounds and in different field areas. The results have gathered that the designed and developed mobile application has the prospect of helping children with autism with their English language learning process. With further improvements, the designed and developed mobile application is believed to be able to help autistic children to learn English vocabulary in a more exciting yet meaningful manner and at the same time help to spark their interest in their English vocabulary language learning process.

2021 ◽  
Vol 12 (4) ◽  
pp. 132-141
Author(s):  
Haida Umiera Hashim ◽  
Melor Md Yunus ◽  
Helmi Norman

American Psychiatric Association defined autism spectrum disorder as a neurological disorder due to which a diagnosed child may face difficulty in social communication or have a repeated or restricted set of behaviors. Learners with autism are primarily visual strategy learners, and they tend to learn better through pictures and images. Due to their cognitive disabilities, most learners with autism struggle to acquire new vocabulary. There have been many inventions invented by researchers all over the world to help autistic children with their education; however, not much emphasis put on the interventions that can assist autistic children with their English vocabulary learning process. Hence, this study intends to investigate the stakeholders’ acceptance and thoughts on the use of augmented reality mobile applications for children with autism. This study is a qualitative research study where interviews are used as an instrument to gather stakeholders’ views on the usefulness of the designed and developed augmented reality technology mobile application. This study involved seven respondents who come from different backgrounds and in different field areas. The results have gathered that the designed and developed mobile application has the prospect of helping children with autism with their English language learning process. With further improvements, the designed and developed mobile application is believed to be able to help autistic children to learn English vocabulary in a more exciting yet meaningful manner and at the same time help to spark their interest in their English vocabulary language learning process.


Author(s):  
Afnan Maatouk Al - Talhi

The current study aimed to develop a mobile application based on video modeling to improve and enhance self-protection skills for children with autism. Semi-experimental design of the two groups was adopted: the control, which received the self-protection skills in the traditional way, while these skills was provided to the experimental group through the application based on video modeling. The research sample was consisted of 16 students who met the criteria. The researcher was applied the self-protection skills scale on the sample. After the experiment was applied for five weeks, the data were analyzed statistically. The results showed the effectiveness of the application in the development of self-protection skills for autistic children. The researcher recommended the use of the preferences of children with autism and the use of applications that based on video modeling in their education.


2019 ◽  
Vol 2 (4) ◽  
pp. 499-514
Author(s):  
Desika Rinanda ◽  
Suparno Suparno ◽  
Sri Samiati Tarjana

The dramatic advancement technologies, particularly mobile applications, have influenced the education sector. The integration of mobile applications in education to change the teaching-learning process has taken place and led to innovative learning, including English language learning. Hence, this study aimed to find out the students’ perceptions and the factors influencing students’ perceptions toward the use of mobile application in learning English particularly speaking. To reach the objectives, this study used case study as the research method. The data were collected mainly through interview and observation. The participants were five vocational school students in Surakarta, Central Java, Indonesia. They were purposively selected because they had been familiar with mobile application and they had been taught speaking English using mobile application by their teacher, so that they could give adequate information.  The research findings showed positive perception from the students toward the use of Learn English Conversation application in learning speaking. They declared that the use of Learn English Conversation application could facilitate them in practicing speaking, bring fun and enjoyable learning during the learning process. Moreover, their positive perceptions were influenced by several factors such as the flexibility and the new learning experience given by the mobile application, the ease to run the mobile application and unrequired a lot of internet quota when the students run the mobile application.


2019 ◽  
Vol 8 (3) ◽  
pp. 5995-5999

This study aims to explain on the development of an Android based application using a serious games technique, which known as Autism Kits. It's a built mobile application that functions as an autism spectrum disorder learning application. The model was followed by the ADDIE methodology. In the meantime, respondents, including autism students, educators and parents, were tested. After the application was completed, a survey was performed. Results have demonstrated that teachers and parents are willing to use the application for autistic children that has been found to be very useful.


2021 ◽  
Vol 13 (2) ◽  
pp. 1230-1237
Author(s):  
Masoumeh Bagherpur ◽  
Khatoon Vakili ◽  
Tahereh Emami ◽  
Slimeh Eimery

This study aims to investigate the impact of training by Augmented Reality technology (AR) on Creative Thinking (CT) and English language Learning Motivation (LM) among nine middle-school female students. The objective here is purely practical and a semi-experimental method is employed along with control and experimental groups. The case consisting of two groups of 30 people (test and control) were chosen by multi-stage cluster sampling method. AR technology was tested for English lesson learning for the test group, while conventional methods were provided for the control group. Data collection tools were used to collected data from A) the AR technology for the English lessons being held in 8 sessions of 60 minutes, B) Welch standard CT questionnaires, and C) the learning motivation, as propounded by Kashif et al. The statistical analysis results indicated that education by the AR technology had a positive and significant impact on the LM, especially on such components as learning facilities, family support and participation, peer influence, student personality, and student CT.


Author(s):  
Е.А. Хамраева

В статье рассматривается реализация новых технологических приемов в методике преподавания русского языка – использование графического коллажа как средства организации дополненной реальности. Статья посвящена также описанию применения технологии дополненной реальности в языковом обучении, что позволяет образовательным организациям перейти с традиционных методик на интерактивные, особенно важные в ситуации вынужденного дистанционного обучения. Автор делает вывод о том, что дополненная реальность в РКИ – это система, создаваемая с помощью цифровых средств с целью эмоционального воздействия, путем использования «дополненных» элементов в процессе обучения, а особенно онлайн-обучения. Коллажирование при этом – разновидность технологического приема, позволяющего эмоционально вовлечь обучаемого в материал, вызвать желание познавать новое. The article considers the implementation of new technological techniques in the teaching of the Russian language – the use of graphic collage as a means of organizing augmented reality. The article also describes the use of augmented reality technology in language learning, which allows educational organizations to switch from traditional methods to interactive ones, which are especially important in the situation of forced distance learning. The author concludes that augmented reality in Russian as Foreign Language is a system created using digital means for the purpose of emotional impact, by using "augmented" elements in the learning process, and especially online learning. At the same time, collaging is a kind of technological technique that allows you to emotionally involve the learner in the material, to cause a desire to learn new things.


2020 ◽  
Vol 4 (2) ◽  
pp. 118-129
Author(s):  
Asti Gumartifa ◽  
◽  
Indah Windra Dwie Agustiani

Gaining English language learning effectively has been discussed all years long. Similarly, Learners have various troubles outcomes in the learning process. Creating a joyful and comfortable situation must be considered by learners. Thus, the implementation of effective learning strategies is certainly necessary for English learners. This descriptive study has two purposes: first, to introduce the classification and characterization of learning strategies such as; memory, cognitive, metacognitive, compensation, social, and affective strategies that are used by learners in the classroom and second, it provides some questionnaires item based on Strategy of Inventory for Language Learning (SILL) version 5.0 that can be used to examine the frequency of students’ learning strategies in the learning process. The summary of this study explains and discusses the researchers’ point of view on the impact of learning outcomes by learning strategies used. Finally, utilizing appropriate learning strategies are certainly beneficial for both teachers and learners to achieve the learning target effectively.


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