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Promoting Universal Design for Learning Through Digital Assistive Tools in GamesHUB

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Educating for a New Future: Making Sense of Technology-Enhanced Learning Adoption (EC-TEL 2022)

Part of the book series: Lecture Notes in Computer Science ((LNCS,volume 13450))

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Abstract

The topic of inclusive education for underrepresented groups in the mainstream education system has long been an issue, mainly because of questions about the modalities and resources used. Today, this matter is much more affordable, thanks to digital technology. Indeed, in an education system that is becoming blended, and in which the computer plays an essential role in the presentation of information, the means are now more varied and the issue of heterogeneity of student profiles can be better addressed. These perspectives relate closely to Universal Design for Learning (UDL).

This article presents a full Web inclusive platform for gamified learning, named GamesHUB. The platform offers special assistance to students with special needs (dyslexic students, L2 speakers, students with language disorders…) through Digital Assistive Tools (DAT) such as text-to-speech, spaced text for dyslexics, high-contrasted display, real-time translation in their native language… The choice of these DAT and their functions will be explained through didactic and psycholinguistic arguments.

GamesHUB platform is developed by the “anonymized laboratory” (Switzerland). It is mainly aimed at primary learning in ordinary classes in the French-speaking part of Switzerland.

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Notes

  1. 1.

    https://www.plandetudes.ch.

  2. 2.

    https://etherpad.org/.

References

  1. UNESCO: Déclaration de Salamanque et cadre d’action pour l’éducation et les besoins spéciaux. Conférence Mondiale sur l’éducation et les besoins éducatifs spéciaux: accès et qualité (1994)

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  2. CAST: About Universal Design for Learning. https://www.cast.org/impact/universal-design-for-learning-udl. Accessed 21 Apr 2022

  3. Anderson, L.W.: A Taxonomy for Learning, Teaching, and Assessing: A Revision of Bloom’s. Pearson, London (2013)

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  4. Alvarez, L., Karoui, A., Ramalho, M., Geoffre, T.: Fondements pédago-didactiques d’un environnement informatique d’apprentissage destiné aux jeunes apprenants de l’école primaire. In: Lefevre, M., Michel, C., Geoffre, T., Rodi, M., Alvarez, L., Karoui, A. (eds.) EIAH2021 (2021). https://blog.hepfr.ch/eiah2021/wp-content/uploads/sites/12/2021/07/actesEIAH2021-VersionPubliee-VersionHAL.pdf

  5. Rodi, M., Dherbey Chapuis, N., Geoffre, T., Alvarez, L.: Faciliter l’accès à l’apprentissage du français pour tous au sein de parcours adaptables de jeux éducatifs numériques. ALSIC (2022). (in press)

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Correspondence to Lionel Alvarez .

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Alvarez, L., Karoui, A., Geoffre, T., Rodi, M., Dherbey-Chapuis, N. (2022). Promoting Universal Design for Learning Through Digital Assistive Tools in GamesHUB. In: Hilliger, I., Muñoz-Merino, P.J., De Laet, T., Ortega-Arranz, A., Farrell, T. (eds) Educating for a New Future: Making Sense of Technology-Enhanced Learning Adoption. EC-TEL 2022. Lecture Notes in Computer Science, vol 13450. Springer, Cham. https://doi.org/10.1007/978-3-031-16290-9_31

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  • DOI: https://doi.org/10.1007/978-3-031-16290-9_31

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  • Publisher Name: Springer, Cham

  • Print ISBN: 978-3-031-16289-3

  • Online ISBN: 978-3-031-16290-9

  • eBook Packages: Computer ScienceComputer Science (R0)

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