Final Draft

In this blog post, it will discuss all the annotated blogs that i have researched for my project for this module. The project i am working on for this module is an interactive learning game based in VR. It will be used to educate people on the story of The 1916 Rising. The following will show the benefits  of games and assistive technologies in education and life.

Grace Oakley wrote about "Engaging students in inclusive Literacy learning with Technology". One of the main methods that Grace Oakley discusses is the assistive learning technologies that can help children with learning disabilities. By creating and establishing learning technologies as a beneficial technique teachers and parents will be able to help "literacy learners in attaining reading comprehension, fluency and motivation". Grace Oakley discusses a technology called "BEE-BOT". This technology assists children with extreme learning disabilities. It allows children to create sentences and stories by the sequence of events shown in the pictures.  Just like the assistive technology for children that Grace Oakley researchers and discusses, Peter Cudd and Gail Mountain discuss the "Assistive technologies for people with dementia". The technologies is being used to create a safe for them and to give back some of their independence that they lost sue to the disease. With the use of this technology and creating informative language, researchers are able to study the patients and help bring back some of their cognitive abilities and invest further into the rehabilitation for the patients.
Ian Yeoman and Una McMahon-Beattie discuss the use of prosthetic limbs as a source of assistive technology. One may not think twice about Prosthetics as a learning tool but once looked into they become one of the main technologies. They allow for people to regain control of their bodies. By training their muscles back to the useful standard, humans are given the chance to walk again and much more.

In conclusion, assistive technologies and games allow for people of any age to develop their skills and learn in a way that is easy for them. They help both teachers and parents understand how to teach the kids or adults in a way that is suitable and understandable for the person in question.

Citation:

Grace Oakley , (2017), Engaging Students in Inclusive Literacy Learning with Technology, in Marion Milton (ed.) Inclusive Principles and Practices in Literacy Education (International Perspectives on Inclusive Education, Volume 11) Emerald Publishing Limited, pp.159 - 176
https://www.emeraldinsight.com/doi/full/10.1108/S1479-363620170000011011

 Peter CuddGail Mountain, (2014) "Assistive technology for people with dementia", Journal of Assistive Technologies, Vol. 8 Issue: 4, https://doi.org/10.1108/JAT-10-2014-0022

Ian YeomanUna McMahon‐Beattie, (2015) "Trends: cyborg games", Journal of Tourism Futures, Vol. 1 Issue: 1, pp.74-77, https://doi.org/10.1108/JTF-12-2014-0019




Assistive technology for Autism.
https://www.autismspeaks.org/tips-using-assistive-technology-devices

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