Abstract
It has been verified that today in the Italian schools there are about 15–20% of students presenting different kinds of “Special Educational Needs”. In order to respond to BES, the schools follow the Customized Learning Plan (PDP), a useful tool for designing operational models, strategies, systems and learning criteria for each student. For the various operators involved in the treatment of the disorders and also for the parents, it is of great importance to have adequate, efficient and flexible support tools that respect the desires and the enthusiasm of children of different age, without creating additional psychological and social discomfort. This research presents a particular relevance focus on the issue of management of entertainment and playful learning through digital systems offering a ‘playful interaction’. New concepts of ‘game’ and ‘device for interactive activities’ offer screen-based compounds to scenarios on the relation between user and device, including physical activities or integrated physical gestures, which relate the observation of screen to the physical reality.
Keywords
- Interaction design
- Product design
- Playful experience
This is a preview of subscription content, access via your institution.
Buying options
Tax calculation will be finalised at checkout
Purchases are for personal use only
Learn about institutional subscriptionsNotes
- 1.
The project stems from the collaboration between Benedetta Terenzi, PhD and a contract professor at the Design Campus, scientific advisor and coordinator of the team, with Pierluigi Crescenzi, full professor of the Department of Mathematics and Computer Science ‘Ulisse Dini’ of the University of Florence, with the Children’s Diagnostic Center Nuovamente (Firenze) which includes the speech terapist Elisa Cangialeoni, Ilaria Tilli, Giulia Filippi. The app is developed with the help of graduate in Computer Science Nicolae Puica [11] and the graduate in Industrial Design Martina Denti [12].
References
Hammill DD (1990) On defining learning disabilities: an emerging consensus. J Learn Disabil 23:74–84
Cornoldi C (2007) (a cura di) Difficoltà e Disturbi dell’Apprendimento. Il Mulino, Bologna
Lin HC et al (2017) Continued use of an interactive computer game-based visual perception learning system in children with developmental delay. Int J Med Inform 107:76–87
Kim B, Park H, Baek Y (2009) Not just fun, but serious strategies: using meta-cognitive strategies in game-based learning. Comput Educ 52:800–810
Hwang GJ, Wu PH (2012) Advancements and trends in digital game-based learning research: a review of publications in selected journals from 2001 to 2010. Br J Educ Technol 43:E6–E10
Papastergiou M (2009) Digital game-based learning in high school computer science education: impact on educational effectiveness and student motivation. Comput Educ 52:1–12
Prensky M (2003) Digital game-based learning. ACM Comput. Entertain 1:1–4
Wynn K (1995) The origins of numerical knowledge. Math Cogn 1:35–60
Lucangeli D (2017) La discalculia e le difficoltà in aritmetica: Guida con workbook. Giunti EDU, Firenze
Molin A, Poli S, Lucangeli D (2007) BIN 4-6 Batteria per la valutazione dell’intelligenza numerica. Trento, Erickson
Gelman R, Gallistel CR (1978) The child’s understanding of number. Harvard University Press, Cambridge
Puica N (2018) App and specific Leaning Disorders. Design, Develop and Experimentation of an App for the Discalculia, Degree thesis, University of Florence
Denti M (2018) 1, 2, 3, Stella! App di ausilio al trattamento logopedico di bambini con difficoltà nei prerequisiti dell’area logico-matematica, Degree thesis, University of Florence
Mossberg W (2007) Testing Out the iPhone. Wall Street J
REI lab- Academic laboratory at Design Campus University of Florence. https://www.dida.unifi.it/vp-234-laboratorio-reverse-engineering-and-interaction-design.html
Mace RL (1998) Designing for the 21st century: an international conference on universal design. Hofstra University, Hempstead, New York
Bettye Rose Connell BR et al (1997) The principles of universal design, NC State University, The Center for Universal Design
Carroll JM (1999) Five reasons for scenario-based design. In: 32nd Hawaii international conference on system sciences
Jordan PW (1997) Designing pleasurable products: an introduction to the new human factors. Taylor & Francis, London
Britton TA, LaSalle D, Cheng W (2003) Priceless: turning ordinary, the products of the extraordinary experiences. Zhongxin Press, Beijing
ShiGuo L (2008) Experience and the challenge: product interaction design. Jiangsu Arts Press, Nanjing
Preece J, Rogers Y, Sharp H (2002) Human computer interaction would be beyond interactive. John Wiley & Sons, Inc
https://www.allaboutcircuits.com/technical-articles/introduction-to-wireless-power-transfer-wpt/
Author information
Authors and Affiliations
Corresponding authors
Editor information
Editors and Affiliations
Rights and permissions
Copyright information
© 2019 Springer Nature Switzerland AG
About this paper
Cite this paper
Cianfanelli, E., Crescenzi, P., Goretti, G., Terenzi, B. (2019). Playful Learning for Kids with Special Educational Needs. In: Bagnara, S., Tartaglia, R., Albolino, S., Alexander, T., Fujita, Y. (eds) Proceedings of the 20th Congress of the International Ergonomics Association (IEA 2018). IEA 2018. Advances in Intelligent Systems and Computing, vol 826. Springer, Cham. https://doi.org/10.1007/978-3-319-96065-4_77
Download citation
DOI: https://doi.org/10.1007/978-3-319-96065-4_77
Published:
Publisher Name: Springer, Cham
Print ISBN: 978-3-319-96064-7
Online ISBN: 978-3-319-96065-4
eBook Packages: Intelligent Technologies and RoboticsIntelligent Technologies and Robotics (R0)