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GOET User Context Analysis

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Kozmutza Fl ra: school for intellectually challenged students ... Accredited: to handle agression. Currently deliver programmes of learning in these subject ... – PowerPoint PPT presentation

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Title: GOET User Context Analysis


1
GOET User Context Analysis Dolli
Drozdik Cecília Sik Lányi University of Pannonia
2
Content
  • Introducing the schools
  • Kozmutza Flóra school for intellectually
    challenged students
  • Öveges József grammar school for dyslexic
    students
  • Kolping vocational school for students with
    multiple disadvantages (we included students with
    mild intellectual disabilities and/or dyslexia
  • Analyising their answers
  • Further plans

3
Kozmutza Flóra School Mentally challenged
students from all around Veszprém County
4
Öveges Highschoolwith 160 dyslexic students in
separate classes, 70 integrated into normal
classes
5
Kolping Catholic Special Highschool School for
disadvantaged students
6
Existing serious games trialled
  • Rob the Mob, Clean Pants, Cheese Factory
  • Pairs Visual Intelligence, Spacial Awareness
  • Hangman Hell, Virtual Night Club
  • Traverse
  • Bomb Squde
  • Hungarian serious games

7
Second Part1. Which game did students enjoy the
most?
  • First Choice Second Choice Third Choice
  • Kozmutza Cheese Factory
  • Why Did not understand the others and were not
    very brave with them.
  • Öveges Clean Pants Cheese Factory Rob the Mob
  • Why It was fun to play with them
  • Kolping Tangrams Rob The Mob Spacial
    Intelligence Test
  • Why Spacial orientation was important(?)

8
2. Games ranked in order of preference for
adaptation
  • First Choice Second Choice Third Choice
  • Kozmutza Cheese Factory
  • Reason for ranking due to lack of English no
    chance to try others
  • Öveges Cheese Factory Pants Game Rob the Mob
  • Reason for ranking good way to teach
    fractions
  • Kolping Magic letters Knowledge trial Spelling
    practice
  • Reason for ranking special games for dyslectic
    students, useful with mild mentals too.

9
3. Was there a game that a) trainer b) students
did not like?
10
4. How difficult did the students find the games
to play?
  • Difficult About right Easy
  • Kozmutza Rob the Mob -
  • Cheese Factory v
  • Clean Pants -
  • Öveges Rob the Mob v
  • Cheese Factory v
  • Clean Pants v
  • Kolping Bomb Squade v
  • Cheese Factory v
  • Tangrams v
  • Spacial Intelligence Test v

11
5. Particular difficulties encountered
12
6. Was it easy or hard to understand the
instructions on how to play the games?
  • Easy OK Hard
  • Kozmutza
  • Cheese Factory v
  • Öveges Rob the Mob v
  • Cheese Factory v
  • Clean Pants v
  • Kolping Virtual Night Club v
  • Cheese Factory v
  • I Care v

13
7. What factors were difficult to understand e.g.
vocabulary, controls, game play, scoring system.
14
8. Did the quality of graphics in the games
enhance or detract from enjoyment of the game?
  • Enhance Detract
  • Kozmutza
  • Cheese Factory v
  • Reasons for answer It was impossible to
    misunderstand, it was colourful.
  • Öveges Rob the Mob
  • Cheese Factory Clean Pants v
  • Reasons for answer Did not like the graphics.
  • Kolping Hangman Hell v
  • Cheese Factory v
  • Pairs-Visual Intelligence v
  • Reasons for answer HH was too frightning, PVI it
    would be a good idea to include in the game the
    place of the opjects.

15
9. What impact did the serious games have on
trainees?
  • Maintained interest Enjoyed using
    Didnt understand how Games too overwhelming
    Lost interest

  • to play games
  • Kozmutza
  • Rob the Mob
  • Cheese Factory v v
  • Clean Pants
  • Öveges
  • Rob the Mob v v
  • Cheese Factory v v v
  • Clean Pants no answer
  • Kolping .
  • Cheese Factory v v
  • Bomb Squde, Hangman Hell
    Traverse

16
10. Did the students learn anything from playing
the games?
17
11. Were students more engaged in using serious
games than when using other educational
activities?
18
12. Are serious games an appropriate educational
medium for students?
19
13. Suggestions for improving serious games
20
14. How can we make serious games more effective
for your client group?
21
15. How would these games fit in with existing
education programmes being used.
22
16. Any potential barriers to using serious games.
23
17. What content would be suitable to include as
personalised memory prompts?
24
SUMMARY OF EMPIRICAL RESEARCH
  • In all the three schools teachers had earlier
    experience with computer based serious games.
  • Games were welcomed, they all had definite ideas
    about the form and content of the games they
    needed.

25
Further plans
  • One BSc student develops a multimedia game How
    can one handle the money in a virtual shop?
  • One BSc student develops a VR game How can one
    arrange the first identity card and the card of
    the home adress?
  • One BSc student develops a multimedia game
    Icon or text search is easiest on the home page
    of a virtual shop?

26
Product Development Life CycleTechnical and
Human Co-operation
  • 1. User and Usage Needs Analysis
  • 2. Specification of Requirements
  • 3. Design (High Level, Detailed)
  • 4. Product Build
  • 5. Product Release
  • Inbetween 1-5 steps (tests)
  • Technology and Human Side TOGETHER!

27
Thank you for your kind attentionThank you for
comming to Hungary!
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