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A master's thesis from Aalborg University
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Interactive learning game for deaf children

Author

Term

4. term

Education

Publication year

2009

Abstract

This thesis explores how to design an interactive learning game to support deaf children’s learning. It begins with an overview of children’s cognitive and language development and key learning theories, including learning through play, motivation, color, and multimedia/multimodal learning. It then examines the linguistic and technological context for deaf children, focusing on sign language and cochlear implants, followed by a critical review of two existing learning and teaching tools for deaf children. Based on this foundation, the thesis states a problem formulation and hypothesis. Methodologically, it applies an iterative, four-phase design process encompassing idea generation, prototyping, testing, and evaluation. The empirical basis includes observations and interviews conducted in collaboration with Døveskolen på Kastelvej and multiple rounds of user testing with schoolchildren. The prototypes combine digital and physical, visual, and playful elements aimed at supporting attention and knowledge acquisition. The thesis also details test setups and the plan for final evaluation; specific results and conclusions are presented in later chapters not included in this excerpt.

Denne afhandling undersøger, hvordan en interaktiv læringsleg kan designes til at understøtte døve børns læring. Arbejdet indledes med en gennemgang af børns kognitive udvikling, sprogudvikling og centrale læringsteorier, herunder læring gennem leg, motivation, farver og multimodal/multimediebaseret læring. Dernæst behandles døve børns sproglige og teknologiske vilkår med fokus på tegnsprog og cochlear-implantater, efterfulgt af en kritisk gennemgang af to eksisterende lærings- og undervisningsværktøjer for døve børn. På denne baggrund formuleres problemformulering og hypotese. Metodisk anvendes en iterativ designproces organiseret i fire faser med idéudvikling, prototyping, test og evaluering. Datagrundlaget omfatter observationer og interviews i samarbejde med Døveskolen på Kastelvej samt gentagne brugertest af flere prototyper med skoleelever. Prototyperne kombinerer digitale og fysiske, visuelle og legende elementer, der sigter mod at støtte opmærksomhed og tilegnelse. Afhandlingen indeholder desuden beskrivelser af testopsætninger og plan for den endelige evaluering; konkrete resultater og konklusioner refereres i de senere kapitler, som ikke er indeholdt i dette uddrag.

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