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Games User Research with Deaf Students-Research Design and Preliminary Results
Games User Research with Deaf Students-Research Design and Preliminary Results
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Games User Research with Deaf Students-Research Design and Preliminary Results
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Games User Research with Deaf Students-Research Design and Preliminary Results
Games User Research with Deaf Students-Research Design and Preliminary Results

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Games User Research with Deaf Students-Research Design and Preliminary Results
Games User Research with Deaf Students-Research Design and Preliminary Results
Conference Proceeding

Games User Research with Deaf Students-Research Design and Preliminary Results

2020
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Overview
The involvement of players with special needs in the early design and development stages bring about complex issues and challenges in games user research (GUR). In the context of the research project GBL4deaf - Game-Based Learning for Deaf Students [PTDC/COM-CSS/32022/2017], a research-based educational game is being designed and developed as a tool to support mathematics learning for deaf and hard of hearing students (DHH). Research on deaf and hard of hearing children's academic achievement demonstrates that deaf children, on average, show a delay in mathematics achievement when compared with hearing students. Game-based learning approaches reveal a significant and positive influence in several areas of cognition, resulting in improved performance in several areas of knowledge such as mathematics. In this paper, Game User Research (GUR) Design of \"Otherwordly Math\" as well the results of the participatory design with DHH students will be presented. In the participatory design study, the sample was composed of eight deaf students with profound levels of hearing loss and, among them, five wear a cochlear implant. The participants, aged between 12 and 14 years old (five girls and three boys), attended grades six and seven at a school specialised in deafness. A media usage questionnaire was adapted to deaf students and applied with the mediation of a Sign Language interpreter. Most students use smartphones, laptops, and PCs and only one reported to use the TV and console in their everyday life. DHH students reported to access the internet mostly from home, using smartphones with wi-fi internet. In what respects the preferred leisure activities, playing video games is the most selected, followed by watching movies, social networking and hanging out with friends. The participatory design results show that science fiction images were the most preferred. Based on these results, the science fiction genre was chosen for the video game.