2019 |
Khowaja, K; Salim, S S; Asemi, A; Ghulamani, S; Shah, A Universal Access in the Information Society, 2019, ISSN: 16155289, (cited By 2). Abstract | Links | BibTeX | Tags: Augmented Reality, Autism Spectrum Disorders, Children with Autism, Computer Aided Instruction, Decoding, Diseases, Language Comprehensions, Maintenance, Mammals, Multi-Modal Interfaces, Post Interventions, Reading Comprehension, Serious Games, Spectrum Analysis, Transfer Information, Virtual Learning Environments, Virtual Reality @article{Khowaja2019c, title = {A systematic review of modalities in computer-based interventions (CBIs) for language comprehension and decoding skills of children with autism spectrum disorder (ASD)}, author = {K Khowaja and S S Salim and A Asemi and S Ghulamani and A Shah}, url = {https://www.scopus.com/inward/record.uri?eid=2-s2.0-85062722488&doi=10.1007%2fs10209-019-00646-1&partnerID=40&md5=7ff6d03104bfe1e04f6b069b265f671a}, doi = {10.1007/s10209-019-00646-1}, issn = {16155289}, year = {2019}, date = {2019-01-01}, journal = {Universal Access in the Information Society}, publisher = {Springer Verlag}, abstract = {This paper presents a systematic review of the literature on the modalities used in computer-based interventions (CBIs) and the impact of using these interventions in the learning, generalisation, and maintenance of language comprehension and decoding skills for children with autism spectrum disorder (ASD), ending with an appraisal of the certainty of evidence. Despite the importance of both skills in the reading comprehension and overall learning, a limited number of studies have been found. These include seven studies on language comprehension and seven studies on decoding. The shortlisted studies were analysed and a very limited number of modalities were found to have been used; text, graphics, audio, video, and mouse movement are used in all the studies and are termed basic modalities. Statistical analysis was also conducted on three parameters: (1) outcome of the study; (2) generalisation; and (3) maintenance. The analysis showed that CBIs were effective in facilitating these children’s learning; there was a significant improvement in the performance of children from the baseline to during and the post-intervention period. The analysis of generalisation has revealed positive results, indicating that the children were able to transfer information to a different setting or situation. Positive results are also noted from the analysis of maintenance, which indicate that the children retained information following the withdrawal of intervention. The combination of teachers’ instructions and CBI has provided better results than using either of them separately. This study has discovered 23 potential modalities and 2 potential CBIs including serious games and virtual learning environments that can be explored for language comprehension and decoding skills. © 2019, Springer-Verlag GmbH Germany, part of Springer Nature.}, note = {cited By 2}, keywords = {Augmented Reality, Autism Spectrum Disorders, Children with Autism, Computer Aided Instruction, Decoding, Diseases, Language Comprehensions, Maintenance, Mammals, Multi-Modal Interfaces, Post Interventions, Reading Comprehension, Serious Games, Spectrum Analysis, Transfer Information, Virtual Learning Environments, Virtual Reality}, pubstate = {published}, tppubtype = {article} } This paper presents a systematic review of the literature on the modalities used in computer-based interventions (CBIs) and the impact of using these interventions in the learning, generalisation, and maintenance of language comprehension and decoding skills for children with autism spectrum disorder (ASD), ending with an appraisal of the certainty of evidence. Despite the importance of both skills in the reading comprehension and overall learning, a limited number of studies have been found. These include seven studies on language comprehension and seven studies on decoding. The shortlisted studies were analysed and a very limited number of modalities were found to have been used; text, graphics, audio, video, and mouse movement are used in all the studies and are termed basic modalities. Statistical analysis was also conducted on three parameters: (1) outcome of the study; (2) generalisation; and (3) maintenance. The analysis showed that CBIs were effective in facilitating these children’s learning; there was a significant improvement in the performance of children from the baseline to during and the post-intervention period. The analysis of generalisation has revealed positive results, indicating that the children were able to transfer information to a different setting or situation. Positive results are also noted from the analysis of maintenance, which indicate that the children retained information following the withdrawal of intervention. The combination of teachers’ instructions and CBI has provided better results than using either of them separately. This study has discovered 23 potential modalities and 2 potential CBIs including serious games and virtual learning environments that can be explored for language comprehension and decoding skills. © 2019, Springer-Verlag GmbH Germany, part of Springer Nature. |
Khowaja, K; Salim, S S; Al-Thani, D Institute of Electrical and Electronics Engineers Inc., 2019, ISBN: 9781538679661, (cited By 2). Abstract | Links | BibTeX | Tags: Autism Spectrum Disorders, Components, Diseases, Framework, Game Design, Games, Serious Games, Vocabulary @conference{Khowaja2019, title = {Components to design serious games for children with autism spectrum disorder (ASD) to learn vocabulary}, author = {K Khowaja and S S Salim and D Al-Thani}, url = {https://www.scopus.com/inward/record.uri?eid=2-s2.0-85062890872&doi=10.1109%2fICETAS.2018.8629208&partnerID=40&md5=277d4ff732687855a21405bf66efe9af}, doi = {10.1109/ICETAS.2018.8629208}, isbn = {9781538679661}, year = {2019}, date = {2019-01-01}, journal = {2018 IEEE 5th International Conference on Engineering Technologies and Applied Sciences, ICETAS 2018}, publisher = {Institute of Electrical and Electronics Engineers Inc.}, abstract = {Background: The research on the use of serious games to provide learning of skills to children with autism spectrum disorder (ASD) has increased in recent years. The use of serious games to provide vocabulary learning to children with ASD is still in infancy stage. Serious games are designed using a framework as a basis to use components in the game. However, there is no existing serious game design framework that can consider the needs of children with ASD.Objective: The objective of this study is to review components that could be useful in the design of serious game for children with ASD to learn vocabulary.Methods: The review of the literature on vocabulary learning of children with ASD and existing SGDFs was carried out to identify the components. The components have been reviewed from the perspective of 1) vocabulary learning of children with ASD in particular, 2) children with ASD in whole, 3) typical children and 4) game design in general.Results: A total of fifty components were found. The four components namely autism behaviours, strategies, instruction methods and modalities are related to children with ASD and their learning of vocabulary. The remaining components are based on the review of existing SGDFs. There were similarities in terms of use of components across the frameworks.Conclusion: The analysis of these components in the serious games developed for children with ASD shows its usability in designing games for these children. © 2018 IEEE.}, note = {cited By 2}, keywords = {Autism Spectrum Disorders, Components, Diseases, Framework, Game Design, Games, Serious Games, Vocabulary}, pubstate = {published}, tppubtype = {conference} } Background: The research on the use of serious games to provide learning of skills to children with autism spectrum disorder (ASD) has increased in recent years. The use of serious games to provide vocabulary learning to children with ASD is still in infancy stage. Serious games are designed using a framework as a basis to use components in the game. However, there is no existing serious game design framework that can consider the needs of children with ASD.Objective: The objective of this study is to review components that could be useful in the design of serious game for children with ASD to learn vocabulary.Methods: The review of the literature on vocabulary learning of children with ASD and existing SGDFs was carried out to identify the components. The components have been reviewed from the perspective of 1) vocabulary learning of children with ASD in particular, 2) children with ASD in whole, 3) typical children and 4) game design in general.Results: A total of fifty components were found. The four components namely autism behaviours, strategies, instruction methods and modalities are related to children with ASD and their learning of vocabulary. The remaining components are based on the review of existing SGDFs. There were similarities in terms of use of components across the frameworks.Conclusion: The analysis of these components in the serious games developed for children with ASD shows its usability in designing games for these children. © 2018 IEEE. |
Khowaja, K; Salim, S S Serious Game for Children with Autism to Learn Vocabulary: An Experimental Evaluation Journal Article International Journal of Human-Computer Interaction, 35 (1), pp. 1-26, 2019, ISSN: 10447318, (cited By 13). Abstract | Links | BibTeX | Tags: Autism Spectrum Disorders, Children with Autism, Design and Development, Diseases, Experimental Evaluation, Game Prototypes, Games, Generic Components, Language Comprehensions, Serious Games, Vocabulary @article{Khowaja20191, title = {Serious Game for Children with Autism to Learn Vocabulary: An Experimental Evaluation}, author = {K Khowaja and S S Salim}, url = {https://www.scopus.com/inward/record.uri?eid=2-s2.0-85041121490&doi=10.1080%2f10447318.2017.1420006&partnerID=40&md5=156c0d5a4f725ee03fcae97740a468c2}, doi = {10.1080/10447318.2017.1420006}, issn = {10447318}, year = {2019}, date = {2019-01-01}, journal = {International Journal of Human-Computer Interaction}, volume = {35}, number = {1}, pages = {1-26}, publisher = {Taylor and Francis Inc.}, abstract = {The use of serious games (SGs) to provide intervention for various skills to children with autism spectrum disorder (ASD) has increased in the recent years. However, the potential of these games has not been utilized to provide learning of vocabulary to children with ASD. In designing games for children with ASD, there is a need to consider components specifically from the perspectives of ASD and the generic components that can support from the theoretical, content, and game design aspects. In the absence of any existing framework to design games for children with ASD, this article first introduces a framework named serious game design framework (SGDF), constructed to provide support throughout the design process. This framework was constructed based on the extensive review of the literature on ASD and existing SGDFs. The article then focuses on the design and development of a SG prototype based on SGDF. An experimental evaluation prototype was conducted to examine the effectiveness using the withdrawal design of single-subject research design (SSRD) in improving the receptive identification of vocabulary items among children with autism before and after using the prototype. The receptive identification of vocabulary items is measured in terms of the number of correct responses given and the number of attempts made to identify the correct response. The pre- and post-evaluations of the SG prototype show that learning of vocabulary items among children with ASD improved after using the game and they retained items at the end of weeks 1 and 2 following the withdrawal of intervention. © 2018, © 2018 Taylor & Francis Group, LLC.}, note = {cited By 13}, keywords = {Autism Spectrum Disorders, Children with Autism, Design and Development, Diseases, Experimental Evaluation, Game Prototypes, Games, Generic Components, Language Comprehensions, Serious Games, Vocabulary}, pubstate = {published}, tppubtype = {article} } The use of serious games (SGs) to provide intervention for various skills to children with autism spectrum disorder (ASD) has increased in the recent years. However, the potential of these games has not been utilized to provide learning of vocabulary to children with ASD. In designing games for children with ASD, there is a need to consider components specifically from the perspectives of ASD and the generic components that can support from the theoretical, content, and game design aspects. In the absence of any existing framework to design games for children with ASD, this article first introduces a framework named serious game design framework (SGDF), constructed to provide support throughout the design process. This framework was constructed based on the extensive review of the literature on ASD and existing SGDFs. The article then focuses on the design and development of a SG prototype based on SGDF. An experimental evaluation prototype was conducted to examine the effectiveness using the withdrawal design of single-subject research design (SSRD) in improving the receptive identification of vocabulary items among children with autism before and after using the prototype. The receptive identification of vocabulary items is measured in terms of the number of correct responses given and the number of attempts made to identify the correct response. The pre- and post-evaluations of the SG prototype show that learning of vocabulary items among children with ASD improved after using the game and they retained items at the end of weeks 1 and 2 following the withdrawal of intervention. © 2018, © 2018 Taylor & Francis Group, LLC. |
Mohd, C K N C K; Shahbodin, F; Azni, A H; Jano, Z Visual perception games for autistic learners: Design & development Conference Association for Computing Machinery, 2019, ISBN: 9781450366212, (cited By 0). Abstract | Links | BibTeX | Tags: Autism Spectrum Disorders, Autistic Children, Children with Autism, Design and Development, Diagnosis, Diagnostic Products, Diagnostic tools, Diseases, Education, Education Computing, High Incidence, Information and Communications Technology, Information Use, Patient Treatment, Serious Games, Special Education, Students, Vision, Visual Perception @conference{Mohd20195b, title = {Visual perception games for autistic learners: Design & development}, author = {C K N C K Mohd and F Shahbodin and A H Azni and Z Jano}, url = {https://www.scopus.com/inward/record.uri?eid=2-s2.0-85064918100&doi=10.1145%2f3314527.3314533&partnerID=40&md5=a3c6394e2cd86d31a30ed2d1f3b6e1e6}, doi = {10.1145/3314527.3314533}, isbn = {9781450366212}, year = {2019}, date = {2019-01-01}, journal = {ACM International Conference Proceeding Series}, pages = {5-11}, publisher = {Association for Computing Machinery}, abstract = {The use of information communication technologies (ICTs) in therapy offers new perspectives for treating many domains in individuals with autism spectrum disorders (ASD) because it is used in many different ways and settings and they are attractive to the patients. Students with autism have a high incidence of visual perception problems. They often have difficulty recognizing, remembering, organizing and interpreting visual images. As a result, they are easily confused in situations where written or pictorial symbols are utilised for learning. The paper reported the design and development of autism diagnostic tool using serious games technique. It is a tool for special education teachers to diagnose visual perception problems among autistic students. The game is known as Vi-Per Games. A diagnostic tool known as Vi-Per Games has been developed based on ADDIE model. Vi-Per Games is able to diagnose autistic students without the needs for teachers to have some experience and knowledge of diagnosing visual perception. This prototype will be a high-tech solution to diagnose visual perception problems designed for autistic children. © 2019 Association for Computing Machinery.}, note = {cited By 0}, keywords = {Autism Spectrum Disorders, Autistic Children, Children with Autism, Design and Development, Diagnosis, Diagnostic Products, Diagnostic tools, Diseases, Education, Education Computing, High Incidence, Information and Communications Technology, Information Use, Patient Treatment, Serious Games, Special Education, Students, Vision, Visual Perception}, pubstate = {published}, tppubtype = {conference} } The use of information communication technologies (ICTs) in therapy offers new perspectives for treating many domains in individuals with autism spectrum disorders (ASD) because it is used in many different ways and settings and they are attractive to the patients. Students with autism have a high incidence of visual perception problems. They often have difficulty recognizing, remembering, organizing and interpreting visual images. As a result, they are easily confused in situations where written or pictorial symbols are utilised for learning. The paper reported the design and development of autism diagnostic tool using serious games technique. It is a tool for special education teachers to diagnose visual perception problems among autistic students. The game is known as Vi-Per Games. A diagnostic tool known as Vi-Per Games has been developed based on ADDIE model. Vi-Per Games is able to diagnose autistic students without the needs for teachers to have some experience and knowledge of diagnosing visual perception. This prototype will be a high-tech solution to diagnose visual perception problems designed for autistic children. © 2019 Association for Computing Machinery. |
Shahbodin, F; Mohd, C K N C K; Azni, A H; Jano, Z Visual perception games for autistic learners: Research findings Conference Association for Computing Machinery, 2019, ISBN: 9781450366212, (cited By 0). Abstract | Links | BibTeX | Tags: ADDIE Model, Autism, Autistic Children, Children with Autism, Conventional Methods, Diagnostic tools, Diseases, Education, Education Computing, Serious Games, Special Education, Students, Vision, Visual Perception @conference{Shahbodin201956, title = {Visual perception games for autistic learners: Research findings}, author = {F Shahbodin and C K N C K Mohd and A H Azni and Z Jano}, url = {https://www.scopus.com/inward/record.uri?eid=2-s2.0-85064943370&doi=10.1145%2f3314527.3314534&partnerID=40&md5=d8f7013f1b7932097d9c65379ec94aab}, doi = {10.1145/3314527.3314534}, isbn = {9781450366212}, year = {2019}, date = {2019-01-01}, journal = {ACM International Conference Proceeding Series}, pages = {56-60}, publisher = {Association for Computing Machinery}, abstract = {Early identification and diagnosis of autism is the key to minimize its negative effects and get the autistic children on the right path. This paper analyzed autism diagnostic tool using serious games technique namely Vi-Per Games. It is a tool for special education teachers to diagnose visual perception problems among autistic students. The development of the game is based on ADDIE model. The results show that the use of Vi-Per Games successfully assist and facilitate teachers when making a diagnosis of visual perception problems in autistic students, compared with conventional methods of diagnosis. Diagnosing visual perception problems using serious games gives teachers and students enjoyable experiences in a way that no other medium can offer. © 2019 Association for Computing Machinery.}, note = {cited By 0}, keywords = {ADDIE Model, Autism, Autistic Children, Children with Autism, Conventional Methods, Diagnostic tools, Diseases, Education, Education Computing, Serious Games, Special Education, Students, Vision, Visual Perception}, pubstate = {published}, tppubtype = {conference} } Early identification and diagnosis of autism is the key to minimize its negative effects and get the autistic children on the right path. This paper analyzed autism diagnostic tool using serious games technique namely Vi-Per Games. It is a tool for special education teachers to diagnose visual perception problems among autistic students. The development of the game is based on ADDIE model. The results show that the use of Vi-Per Games successfully assist and facilitate teachers when making a diagnosis of visual perception problems in autistic students, compared with conventional methods of diagnosis. Diagnosing visual perception problems using serious games gives teachers and students enjoyable experiences in a way that no other medium can offer. © 2019 Association for Computing Machinery. |
2018 |
Khowaja, K; Al-Thani, D; Salim, S S 2018-October , Dechema e.V., 2018, ISSN: 20490992, (cited By 1). Abstract | Links | BibTeX | Tags: Artificial Intelligence, Autism Spectrum Disorders, Children with Autism, Comparison of Performance, Diseases, Game Prototypes, Games, Instruction Methods, Maintenance, Prototype, Research, Serious Games, Vocabulary Learning @conference{Khowaja2018288, title = {Vocabulary learning of children with autism spectrum disorder (Asd): From the development to an evaluation of serious game prototype}, author = {K Khowaja and D Al-Thani and S S Salim}, editor = {Ciussi M.}, url = {https://www.scopus.com/inward/record.uri?eid=2-s2.0-85058940806&partnerID=40&md5=02b800c8fa997482a73efac067b59fc9}, issn = {20490992}, year = {2018}, date = {2018-01-01}, journal = {Proceedings of the European Conference on Games-based Learning}, volume = {2018-October}, pages = {288-298}, publisher = {Dechema e.V.}, abstract = {The review of the literature has shown that despite the effectiveness of serious games in the learning of various skills of children with autism spectrum disorder (ASD), they have been underutilised for the learning of vocabulary among children with ASD. This paper presents the development and evaluation of a serious game prototype for the vocabulary learning of children with ASD. The serious game design framework, especially for children with ASD, was used as a basis to support from the design to the development of the prototype. This framework includes components from the ASD perspective and components used in the existing serious game design frameworks for typical children perspective and the game design in general. To elicit requirements on the ASD components (autism behaviours, instruction method, strategies, and modalities) of the framework, a detailed survey study was conducted with the teachers working at the schools or centres for children with ASD. The results of this study contributed to the development of a prototype. The single-subject research design (SSRD) was used as a research design for the evaluation of prototype and analyse its impact on the improvement of autism behaviours targeted in the prototype over the period of time. The evaluation of prototype was carried out in terms of the number of correct responses given, number of attempts made to identify the correct answer and time taken to identify the correct option. The comparison of performance from the baseline to intervention and maintenance using serious game prototype show that learning of vocabulary items among children with ASD improved after using the prototype and they retained items at the end of weeks 1 and 2 following the withdrawal of intervention. The number of attempts made reduced from the baseline to intervention and then remained the same during maintenance. The time taken to identify the correct answer marginally increased from the baseline to the intervention but reduced during the maintenance in comparison to the baseline. © 2018, Dechema e.V. All rights reserved.}, note = {cited By 1}, keywords = {Artificial Intelligence, Autism Spectrum Disorders, Children with Autism, Comparison of Performance, Diseases, Game Prototypes, Games, Instruction Methods, Maintenance, Prototype, Research, Serious Games, Vocabulary Learning}, pubstate = {published}, tppubtype = {conference} } The review of the literature has shown that despite the effectiveness of serious games in the learning of various skills of children with autism spectrum disorder (ASD), they have been underutilised for the learning of vocabulary among children with ASD. This paper presents the development and evaluation of a serious game prototype for the vocabulary learning of children with ASD. The serious game design framework, especially for children with ASD, was used as a basis to support from the design to the development of the prototype. This framework includes components from the ASD perspective and components used in the existing serious game design frameworks for typical children perspective and the game design in general. To elicit requirements on the ASD components (autism behaviours, instruction method, strategies, and modalities) of the framework, a detailed survey study was conducted with the teachers working at the schools or centres for children with ASD. The results of this study contributed to the development of a prototype. The single-subject research design (SSRD) was used as a research design for the evaluation of prototype and analyse its impact on the improvement of autism behaviours targeted in the prototype over the period of time. The evaluation of prototype was carried out in terms of the number of correct responses given, number of attempts made to identify the correct answer and time taken to identify the correct option. The comparison of performance from the baseline to intervention and maintenance using serious game prototype show that learning of vocabulary items among children with ASD improved after using the prototype and they retained items at the end of weeks 1 and 2 following the withdrawal of intervention. The number of attempts made reduced from the baseline to intervention and then remained the same during maintenance. The time taken to identify the correct answer marginally increased from the baseline to the intervention but reduced during the maintenance in comparison to the baseline. © 2018, Dechema e.V. All rights reserved. |
2017 |
Noor, Helmi Adly Mohd; Shahbodin, Faaizah; Ananta, Gede Pramudya; Mohd, Cik Ku Nuraini Che Ku; Razali, Syarifah Nadiyah; Khalid, Mohd Sazali; Kassim, Rahimah; Rahman, Fauziah Abdul; Baharum, Zirawani A prototype development of visual perception diagnosis games for autism children Journal Article INTERNATIONAL JOURNAL OF ADVANCED AND APPLIED SCIENCES, 4 (3), pp. 68-72, 2017, ISSN: 2313-626X. Abstract | Links | BibTeX | Tags: Autism, Autistic Children, Children with Autism, Serious Games, Special Education, Visual Perception @article{ISI:000397423300011, title = {A prototype development of visual perception diagnosis games for autism children}, author = {Helmi Adly Mohd Noor and Faaizah Shahbodin and Gede Pramudya Ananta and Cik Ku Nuraini Che Ku Mohd and Syarifah Nadiyah Razali and Mohd Sazali Khalid and Rahimah Kassim and Fauziah Abdul Rahman and Zirawani Baharum}, url = {http://science-gate.com/IJAAS/Articles/2017-4-3/11%202017-4-3-pp.68-72.pdf}, doi = {10.21833/ijaas.2017.03.011}, issn = {2313-626X}, year = {2017}, date = {2017-03-01}, journal = {INTERNATIONAL JOURNAL OF ADVANCED AND APPLIED SCIENCES}, volume = {4}, number = {3}, pages = {68-72}, publisher = {INST ADVANCED SCIENCE EXTENSION}, address = {PO BOX 23-31,, TAIPEI, 00000, TAIWAN}, abstract = {In order to minimize the negative effects of autism, early identification and diagnosis are the solutions to get students on the right road to dealing with the problems related to autism and overcoming them. The objective of this research is to develop serious games as a tool for special education teachers to diagnose visual perception problems in autistic students. The development of the visual perception diagnosis games is using the Chalfant diagnosis theory. These diagnostic tools show that it assist and help teachers to diagnose their autism students without the teachers needing to have some experience and knowledge of diagnosing visual perception. This prototype will be a high-tech solution to diagnosing visual perception problems designed for autistic children. (C) 2017 The Authors. Published by IASE.}, keywords = {Autism, Autistic Children, Children with Autism, Serious Games, Special Education, Visual Perception}, pubstate = {published}, tppubtype = {article} } In order to minimize the negative effects of autism, early identification and diagnosis are the solutions to get students on the right road to dealing with the problems related to autism and overcoming them. The objective of this research is to develop serious games as a tool for special education teachers to diagnose visual perception problems in autistic students. The development of the visual perception diagnosis games is using the Chalfant diagnosis theory. These diagnostic tools show that it assist and help teachers to diagnose their autism students without the teachers needing to have some experience and knowledge of diagnosing visual perception. This prototype will be a high-tech solution to diagnosing visual perception problems designed for autistic children. (C) 2017 The Authors. Published by IASE. |
2015 |
Kamaruzaman, N N; Jomhari, N Digital Game-Based Learning for Low Functioning Autism Children in Learning Al-Quran Conference Institute of Electrical and Electronics Engineers Inc., 2015, ISBN: 9781479928231, (cited By 4). Abstract | Links | BibTeX | Tags: Al-Quran, Best Model, Digital Game-Based Learning, Diseases, E-learning, Education, Education Computing, Learning, Low-Functioning Autism, Process of Learning, Serious Games @conference{Kamaruzaman2015184, title = {Digital Game-Based Learning for Low Functioning Autism Children in Learning Al-Quran}, author = {N N Kamaruzaman and N Jomhari}, url = {https://www.scopus.com/inward/record.uri?eid=2-s2.0-84964950093&doi=10.1109%2fNOORIC.2013.46&partnerID=40&md5=f7d5517e2d29058cb7b6e571fb0191f3}, doi = {10.1109/NOORIC.2013.46}, isbn = {9781479928231}, year = {2015}, date = {2015-01-01}, journal = {Proceedings - 2013 Taibah University International Conference on Advances in Information Technology for the Holy Quran and Its Sciences, NOORIC 2013}, pages = {184-189}, publisher = {Institute of Electrical and Electronics Engineers Inc.}, abstract = {The objective of the study is to propose several prototypes of digital game-based learning (DGBL) for the education of low functioning autism (LFA) children specifically in learning Al-Quran. Study on several models of the serious game has been conducted and the best model was selected to be applied in designing the prototypes. Experiment on fifteen LFA children, age within five to ten years old will be conducted in order to evaluate the effectiveness of the game in helping the process of learning Al-Quran. The evaluation will emphasize on the usability element on its user. The expectation of this study is that the game could engage the LFA children during the learning process and make them active in learning Al-Quran. Therefore with the creation of the game, it is hoped that it will provide the LFA children with opportunities to study Al-Quran like other normal Muslim children. © 2015 IEEE.}, note = {cited By 4}, keywords = {Al-Quran, Best Model, Digital Game-Based Learning, Diseases, E-learning, Education, Education Computing, Learning, Low-Functioning Autism, Process of Learning, Serious Games}, pubstate = {published}, tppubtype = {conference} } The objective of the study is to propose several prototypes of digital game-based learning (DGBL) for the education of low functioning autism (LFA) children specifically in learning Al-Quran. Study on several models of the serious game has been conducted and the best model was selected to be applied in designing the prototypes. Experiment on fifteen LFA children, age within five to ten years old will be conducted in order to evaluate the effectiveness of the game in helping the process of learning Al-Quran. The evaluation will emphasize on the usability element on its user. The expectation of this study is that the game could engage the LFA children during the learning process and make them active in learning Al-Quran. Therefore with the creation of the game, it is hoped that it will provide the LFA children with opportunities to study Al-Quran like other normal Muslim children. © 2015 IEEE. |
2019 |
Universal Access in the Information Society, 2019, ISSN: 16155289, (cited By 2). |
Institute of Electrical and Electronics Engineers Inc., 2019, ISBN: 9781538679661, (cited By 2). |
Serious Game for Children with Autism to Learn Vocabulary: An Experimental Evaluation Journal Article International Journal of Human-Computer Interaction, 35 (1), pp. 1-26, 2019, ISSN: 10447318, (cited By 13). |
Visual perception games for autistic learners: Design & development Conference Association for Computing Machinery, 2019, ISBN: 9781450366212, (cited By 0). |
Visual perception games for autistic learners: Research findings Conference Association for Computing Machinery, 2019, ISBN: 9781450366212, (cited By 0). |
2018 |
2018-October , Dechema e.V., 2018, ISSN: 20490992, (cited By 1). |
2017 |
A prototype development of visual perception diagnosis games for autism children Journal Article INTERNATIONAL JOURNAL OF ADVANCED AND APPLIED SCIENCES, 4 (3), pp. 68-72, 2017, ISSN: 2313-626X. |
2015 |
Digital Game-Based Learning for Low Functioning Autism Children in Learning Al-Quran Conference Institute of Electrical and Electronics Engineers Inc., 2015, ISBN: 9781479928231, (cited By 4). |