Videojuego inclusivo para la evaluación cognitiva de niños sordos

The application of gamification to solve day to day tasks is becoming more common, thanks to the enriching way it motivates people to complete an activity that by other “normal” means they would find boring or tedious. The need to take advantage of this multimedia tool is the reason why projects lik...

Full description

Autores:
Palacio Carreño, Jose Javier
López Cárdenas, Kevin
Cárdenas Cardona, Laura Isabella
Tipo de recurso:
Fecha de publicación:
2018
Institución:
Universidad de San Buenaventura
Repositorio:
Repositorio USB
Idioma:
spa
OAI Identifier:
oai:bibliotecadigital.usb.edu.co:10819/7422
Acceso en línea:
http://hdl.handle.net/10819/7422
Palabra clave:
Videojuego
Inclusión
Niños sordos
Evaluación cognitiva
Herramienta psicométrica embebida
Accesibilidad
Videogame
Inclusion
Deaf children
Cognitive evaluation
Embedded psychometric tool
Accessibility
Deseleccionar Interfaces gráficas con el usuario (sistemas para computador)
Aplicaciones multimedia
Videojuegos - Diseño
Rights
License
Atribución-NoComercial-SinDerivadas 2.5 Colombia
Description
Summary:The application of gamification to solve day to day tasks is becoming more common, thanks to the enriching way it motivates people to complete an activity that by other “normal” means they would find boring or tedious. The need to take advantage of this multimedia tool is the reason why projects like Visor are born in the first place. Visor takes the concept of videogame as a method to evaluate the kids who play it. The first project of Visor developed in the University of San Buenaventura Cali to evaluate both deaf and hearing children, gave birth to Visor 2.0, a game that keeps the original narrative and evaluative concepts of the previous version but now with more cemented concepts of production seem from the perspective of the Engineering faculty. Visor 2.0 proposes new usability approaches that focus on deaf children, improving the accessibility the game provides to this community so these children may have fun while the tool evaluates their performance, which is later analyzed by experts and professionals. This process is known as the Embedded Psychometric Tool. This degree project presents the investigation, preparation, elaboration and evaluation of a videogame for the inclusion of deaf children and how with the help of the Psychology faculty we managed to build a tool that could fit the necessities of both the children who would play the game and the Professionals who would analyze data obtained from it.