Σχεδίαση και υλοποίηση επιτραπέζιου παιχνιδιού επαυξημένης πραγματικότητας για κοινωνικές δεξιότητες παιδιών με διαταραχή αυτιστικού φάσματος αξιοποιώντας το ARTutor και H5P
Design and implementation of augmented reality board game for social skills of children with autistic spectrum disorder using ARTutor and H5P
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Keywords
Επαυξημένη πραγματικότητα ; Εκπαιδευτικό επιτραπέζιο παιχνίδι ; Διαταραχή αυτιστικού φάσματος ; Κοινωνικές δεξιότητες ; Μάθηση μέσω παιχνιδιούAbstract
This study presents the design, implementation and evaluation of the board game «Balloon Collectors» to enhance the social skills of children with Autism Spectrum Disorder (ASD). Social skills are one of the main areas of difficulty for children with ASD. According to modern international literature, several educational interventions are implemented in this area, with basic pedagogical elements such as individualization and visualization but also with a great diversity of methods, from the most traditional to the most innovative with the use of technology. The use of augmented reality resources emerges as very effective, in combination with various pedagogical methods. Game-based learning is also a pedagogical approach with positive results. The above elements constitute the theoretical background of the game «Balloon Collectors», which combines learning through play with augmented reality content to create an innovative educational approach to foster the social skills of children with ASD. The game includes a physical board, pawns, balloons and cards and uses the augmented reality application ARTutor via mobile phone to access digital resources. The players' goal is to win balloons as a team, after going through challenges that strengthen social skills such as discussion, recognition and expression of emotions, management of social content scenarios, and motor activities. The design of the game was based on specific educational objectives and pedagogical principles such as learning through play, visualization, structured and secure framework and collaboration. The implementation employed ARTutor for augmented reality resources, H5P tools and other applications for creating and designing digital content. Finally, a self-evaluation of the game is carried out based on a specific evaluation rubric, positive and negative elements are highlighted and suggestions for improvement are proposed.


