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Bachelor Thesis from the year 2020 in the subject Communications - Multimedia, Internet, New Technologies, grade: 85.0, , course: B.S. Multimedia Arts and Sciences, language: English, abstract: This study aimed to explore the prospect of utilizing multimedia learning platform as a tool to mitigate learning disabilities of children with disabilities in the Accelerating Minor's Opportunity for Recovery (AMOR) Village in Anao, Tarlac. For this research, children with Autism with mental ages of 7 years old were the sample population, in which interactive learning games via android devices were…mehr

Produktbeschreibung
Bachelor Thesis from the year 2020 in the subject Communications - Multimedia, Internet, New Technologies, grade: 85.0, , course: B.S. Multimedia Arts and Sciences, language: English, abstract: This study aimed to explore the prospect of utilizing multimedia learning platform as a tool to mitigate learning disabilities of children with disabilities in the Accelerating Minor's Opportunity for Recovery (AMOR) Village in Anao, Tarlac. For this research, children with Autism with mental ages of 7 years old were the sample population, in which interactive learning games via android devices were implemented parallel to their original special education curriculum. The specially developed system integrated the Makaton Technique, a popular manual learning method that utilizes pictures and words to help children develop communication and social skills. A pre-test was first done to gather valuable information about the children inside the institution, and to assess the skills that teachers may have wanted for the game to target. The gathered data revealed that many of the employees of the DSWD Amor Village were open to integrating learning in multimedia platform and has commented that social skills and communication skills were among the skills the children need help on. After gathering these data, the game was designed using Adobe Flash, adapting the Makaton and the suggestions of the social workers. In the implementation of the 2-week program, a qualitative data analysis showed that listening skills and social interaction skills were continually progressing for the PWAs. A staggering jump from 1 being not skilled to 3 being averagely skilled were prominent in the gathered data. In terms of overall communication skills, the response was quite stagnant. This showed that there are gaps to be filled in the developed interactive game. Nonetheless this approach has made it possible for this sector to understand the value of technology, specifically multimedia arts, and how it can affect growth and development and cater to these group of people.
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