Research

Design and evaluation of a multi-sensory scaffolding gamification science course with mobile technology for learners with total blindness

Design and evaluation of a multi-sensory scaffolding gamification science course with mobile technology for learners with total blindness

Design and evaluation of a multi-sensory scaffolding gamification science course with mobile technology for learners with total blindness

By Chien-Huey Sophie Chang, Chih-Chen Kuo, Huei-Tse Hou, and Joyce Jie Ying Koe

Abstract

“Visual challenges for learners who are blind may lead to decreased learning effectiveness, motivation, and engagement in learning science-related courses due to accessibility issues. Therefore, the purpose of the study was to integrate the multi-sensory scaffolding gamification teaching model using mobile technology and card games to develop an accessible biology learning activity for totally blind students. The mobile technology provides cognitive scaffolding through the auditory sense. Moreover, the card games emphasize learners' collaboration process, which leads to more in-depth peer interaction. With the integration of mobile technology and card games, the researchers systematically investigated students’ learning effectiveness, motivation, flow state, game acceptance, and behavioral patterns in the proposed gamification science course unit. Thirty-two middle school students with total blindness participated in this study. The findings indicated that the learning effectiveness of the learners within both groups (multi-sensory scaffolding teaching materials were applied) showed a significant increase. The results also showed that the design of the multi-sensory scaffolding met the learning needs of learners with total blindness in science education. These findings can contribute to the future development of designing and teaching science-related courses by integrating an accessible multi-sensory scaffolding approach that enriches and increases the understanding of abstract science concepts of students who are totally blind.”

Reference

Chang, C. S., Kuo, C., Hou, H., &Koe, J. (2022, March). Design and evaluation of a multi-sensory scaffolding Gamification Science Course with mobile technology for learners with total blindness. Retrieved March 31, 2022, from https://dl.acm.org/doi/abs/10.1016/j.chb.2021.107085

Keyword

Accessibility, flow, gamification, learners with total blindness, behavior pattern analysis, multisensory scaffolding, mobile technology, research