Waking up in the morning (WUIM): A transmedia project for daily living skills training

Author:

Kaimara Polyxeni1,Oikonomou Andreas C.2,Deliyannis Ioannis1,Papadopoulou Agnes1,Miliotis George1,Fokides Emmanuel3,Floros Andreas1

Affiliation:

1. Department of Audio & Visual Arts, Ionian University, Corfu, Greece

2. Department of Education, School of Pedagogical and Technological Education (ASPETE), Thessaloniki, Greece

3. Department of Primary School Education, University of the Aegean, Rhodes, Greece

Abstract

BACKGROUND: One of the most serious concerns of parents, caregivers, teachers and therapists is children’s independent living, particularly of those with special educational needs (SEN). Purpose-built programs for the acquisition of independent living skills are considered a priority in special education settings. The main problem is the inefficacy of detached interventions to meet the needs of as many students as possible. OBJECTIVE: Our response is to create transmedia applications for inclusive learning environments. To this end, we have taken a participatory design approach to develop a project for Daily Living Skills Training by combining special education pedagogies, filmic methods, game design and innovative technologies. In this paper, we present the design and development of Waking up In the Morning (WUIM), and its improvement through user-based and expert-based evaluations by students, therapists and developers. The main research purpose is to confirm if: (1) the final products of the WUIM project could be educational resources for students with SEN and (2) the common gaming experience could promote collaborative learning, regardless of students’ cognitive profile. METHODS: During the alpha phase, we developed and improved WUIM. In July 2020, we implemented and evaluated WUIM in special education settings (beta-phase). More specifically, a quantitative and qualitative formative evaluation was conducted with children who have developmental disabilities (N= 11), their therapists (N= 7) and developers (N= 2). Methods of data collection included questionnaires filled in by therapists and developers, participant observation by researchers and interviews with children. RESULTS: The results of the formative evaluation were generally positive regarding four-factor groups that shape the learning experience: Content, Technical characteristics, User state of mind, Characteristics that allow learning. After the design team reviewed the potential users and experts’ comments that were mainly related to the user interface, the application was improved. CONCLUSIONS: The two hypotheses have been largely confirmed. Overall, we propose a simplified development process that showcases the importance of arts-based methods and aesthetics which deliver representational fidelity. The study reveals the necessity of developing transmedia learning materials to meet each individual’s needs.

Publisher

IOS Press

Subject

Health Informatics,Rehabilitation

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3. Kaimara P, Deliyannis I, Oikonomou A, et al. An innovative transmedia-based game development method for inclusive education. Digit Cult Educ 2021; (in press).

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