Science Learning in Blind Children Through Audio-Based Games
Science Learning in Blind Children Through Audio-Based Games
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Jaime Sánchez
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1 Introduction
Science learning is a process that uses mainly visual channels (charts, graphs,
simulations, to name a few), therefore the difficulties that a child may have when
learning science are stressed in children with visual impairments, since they have
greater impediments to access information, to learn basic mathematics and science
operations, and to solve problems [12, 0]. Computers are not just office tools to
work with; rather, they are intellectual tools to strengthen a series of cognitive
skills, and to solve problems creatively. Moreover, software –when properly util-
ized– can enhance learning. Another appealing way to support learning processes,
is combining games and education (known as edutainment), so children can en-
gage in learning situations playfully.
Most current software relies mainly on graphical interfaces, impeding the navi-
gation of users without the benefit of sight. Therefore, it is evident that contempo-
rary developments and approaches are unsuitable for visually impaired children
who already have problems to access information through traditional sources of
interaction such as Braille books, relief maps and schemes, and audio-tapes. Also
there is a growing consensus that new designs and approaches should be consid-
ered [0].
A growing line of research in educational software for children with visual im-
pairments is using audio as the preferred sensorial channel when assisting the con-
struction knowledge and meaning making [0, 0, 0, 0]. These studies have shown
that audio-based interfaces can be used to promote learning and cognition in blind
children. They have also shown that virtual environments (represented through
audio) are a powerful incentive for blind children to develop and train cognitive
skills and to learn specific content. For instance, when virtual environments are
represented through 3D sound interfaces they tend to enhance a series of cognitive
processes [0] such as the development of general domain thinking skills such as
tempo-spatial orientation, abstract and short-term memory, and haptic perception
[0]. Although the literature describes software that supports the development of
mathematics learning and problem-solving skills with significant results for blind
children [0, 0], there is no relevant work in other science learning oriented soft-
ware (such as Biology, Physics or Chemistry). A few attempts have been made but
only with a rather limited user interaction, without providing interactive applica-
tions that encourage challenging and engaging them.
In this work we have designed, developed, and evaluated the usability of inter-
active audio-based multimedia software for learning science in blind children, us-
ing a gaming approach to enhance learning and cognition. We utilized a combina-
tion of incremental and evolutionary development, comprising the stages of
analysis, design, development, and validation. They considered activities that take
into account the particularities of developing educational software for blind chil-
dren. We evaluated the usability of this game using evaluation instruments for
end-users, experts and facilitators. A preliminary cognitive evaluation was also
conducted to verify whether or not users developed abilities to identify problems,
build strategies to solve them, and know when they have solved them.
Learning by using videogames is a new way of learning. Children enjoy the chal-
lenges and engagement of leaning with games. So, when having children as end-
users it is important to provide software that is game-oriented, so they can learn
playfully. As Kish et al. [0] stated one of the most important things when teaching
a child is that he or she is actually willing to learn. Providing an enjoyable envi-
ronment the learning experience can be most effective to construct knowledge and
be open to new stimulus and actions.
When combining education and entertainment (edutainment) it is possible to
provide a challenging and appealing learning experience, thus promoting effective
learning. Playing is an appropriate way of achieving a higher level of commitment
in learners as a consequence of the emotional attachment of the player with the
Science Learning in Blind Children through Audio-Based Games 89
game. Shaftel et al. [0] stated that games have an important effect on the acquisi-
tion of problem-solving skills, allowing learners to try new strategies, stimulating
logical reasoning at the same time as also encouraging students to develop skills
such as attention to task, social skills –including taking turns and courtesy, coop-
eration with others, leadership skills, and fine motor skills. Since learning some-
times involves being wrong, games are an appropriate and appealing way of prac-
ticing what was learned over and over again, without serious consequences.
Furthermore, when a child finds something fun, it is likely that he or she repeats it
over and over again.
Currently, there is a clear trend towards using games and simulations for learn-
ing purposes, which has an important impact on how formal and informal educa-
tion can support each other to accelerate the learning process and the development
of high-order cognitive abilities, strengthening skill-based learning [0]. Navigating
a virtual representation of a real environment has an undeniable value and poten-
tial. Computer-generated simulations and virtual reality provide students with a
unique opportunity to experiment and explore a wide range of environments, ob-
jects and phenomena inside their classrooms or at home. They can observe and
manipulate objects, variables and processes in real time impossible to get by other
means. It is the adeptness of this type of technologies that makes them appropriate
instruments for the study of natural phenomena and abstract concepts [0]. They al-
low people to navigate a real environment that can be dangerous, hostile, or even
unreachable, and to simulate realities for safe learning.
Entities are all elements present in an environment that can be seen as self-
contained pieces of data and that do not need to have a material existence. The
combination of one or more entities to each other assembles the representation of
the world. In a game environment, some entities could be the doors, the weapons
that a character can pick up, other non-playing characters to whom the player can
talk to, and the houses the player can enter, to name a few.
Entities can also be used to represent logical Relationships for embodying logi-
cal connections implicitly embedded in the represented world. For instance, in a
classic gaming situation, the main character tries to enter to secret area, thus he or
she has to pick up a certain key to unlock a secret door. In our model, there are
several entities (a key, door, and character) related to each other (the character can
grab the key and use it to open the door). Entities can also have a state to indicate
variable contextual information; the door can be opened or closed, a light switch
can be turned on or off, and so forth. Entities have different features and character-
istics. For instance, each entity has its own size, location and shape. Similar pat-
terns and features among related entities can be established, but the basic idea was
that there should not be two identical elements in the same place at the same time.
These characteristics that define the features of entities are denominated Proper-
ties.
or non-playing-characters (NPC) that may appear in one scene and with whom the
user can interact. Entrances and Doors are elements of the scene used by the char-
acter to travel from one scene to another. They are invisible and facilitate leaving
to another scene when interacting with them. Items are objects of the world that
the player can pick up and use.
For the representation of logical connections the concept of Dependencies was
created. Dependencies are actions the user has to take to cause different associated
reactions, such as: picking up an object, using an object in a certain place (a point
of use), speaking with a particular character, and visiting a specific scene. The re-
actions can be new dialogues of characters, getting access to new zones and new
objects that can be taken.
Another crucial piece to achieve the script flexibility is the Points of Use, ele-
ments utilized to disrupt the logic of the game storyboard. A point of use is a spe-
cial zone within a scene where a particular item can be used indicating whether the
player loses or consumes that item. A point of use has an associated reaction that
consists of a particular audio cue played when using the item. It can be a dialogue,
an alert or anything that associates the fact of having used that item in such place.
A point of use does not limit the possibility of using objects; rather, it limits the
success or failure of using a specific object in a certain place. This is to say that
the logic behind using most objects consists of verifying whether the player is at a
point of use of the object to be used, so the corresponding reactions can occur.
There are also special items that can be used in any place (like the map or compass
items) and others whose logic is a bit more complex, such as the items used to ac-
cess to the mini-games.
3 Methodology
mented to obtain information about the user’s acceptance of the software, and the
match between his or her mental model and the representation included in the
software. Four instruments were considered for usability evaluation: end-users
questionnaire, heuristic questionnaire, direct observation sheets and the facilitator
evaluation questionnaire. Below we discuss the main results obtained in the us-
ability evaluation of the software. The data obtained was analyzed and studied to
figure out how the metaphors, models, and projections could be improved.
4 Usability Evaluation
Software evaluations were carried out at the school for the blind “Santa Lucía”,
located in Santiago, Chile. Two special education teachers expert in vision disor-
ders also participated in the evaluations. The sample consisted of 20 students di-
vided into two groups: a group of eight children with ages between 8 and 12 years
old, half of them had low vision; and a second group conformed by 12 children,
with ages between 9 and 16 years old, where 9 of them had low vision.
96 Jaime Sánchez, Miguel Elías
All users were legally blind, which according to Chilean laws means that “an
eye is blind when its corrected visual accuracy is 1/10, or when the sight field is
reduced to 20 degrees”. This means that a legally blind person is able to see at one
meter (3.2 feet) what a sighted one can see at 10 meters (32 feet). They were all
familiar with interacting with a computer through a keyboard. All of them also had
expressive and comprehensive language skills and could utilize reading and writ-
ing systems (Braille or Macro-type), and had an IQ higher than 70. Some users
had some previous experience with game-oriented software; therefore they were
more critical when evaluating this type of software.
6 Instruments
Four instruments were used for the usability evaluation: 1. End-users evaluation,
2. Heuristic evaluation, 3. Facilitator evaluation, and 4. Direct observation. End-
user evaluation consisted in blind users answering a short usability questionnaire
elaborated by Sánchez [0] to evaluate the system usability considering interaction
attributes such as learning, efficiency, memory, errors and satisfaction. End-user
evaluations focused on opinions such as how users liked the software, what was
pleasant to them, what was not, and how useful the software was to them. The
heuristic evaluation [0, 0] is a methodology to find usability issues in the design
of interfaces, and involved expert evaluators that judged the interface considering
a series of validated usability principles –the heuristics– that are general rules that
describe usable interfaces (Table 1). Heuristic evaluation was implemented
through an extended questionnaire with a likert-type scale elaborated by Sánchez
[0]. Direct observation was applied to get to understand the fluidity of particular
situations in a fast and direct way. The facilitator evaluation was designed consid-
ering facilitators as end-users when facilitating the interaction of children with the
software. Apart from their own interaction with AudioLink, facilitators were pre-
sent during the interaction of children with the software, acquiring knowledge and
unique points of view that shaped them when evaluating this software usability.
Number Heuristic
1 Visibility of system status
2 Match between the system and real world
3 User control and freedom
4 Consistency and standards
5 Error prevention
6 Recognition rather than recall
7 Flexibility and efficiency of use
8 Aesthetic and minimalist design
Science Learning in Blind Children through Audio-Based Games 97
7 Procedure
8 Results
The first significant result of the usability study was that in all evaluations a very
high rate of acceptance was obtained. End-users evaluation showed that the navi-
gation model and the proposed interaction were appropriate and highly accepted
by users, who were able to carry out all interaction features embedded in the soft-
ware. Fig. 6 shows the end-user evaluation of the first prototype (first test) and the
98 Jaime Sánchez, Miguel Elías
final product (last test) for children with low vision (left) and totally blind children
(right).
Users liked the software during all implementation stages and always found it
entertaining. The final product was more challenging, simple to use, and highly
encouraging. End-users always stated that they would play again the software, re-
flecting that the interaction was attractive and pleasant to them. The importance of
usability evaluations is reflected in the affirmation about the software being easier
to use in its final version rather than in the first prototype. This happened not only
because the level of appropriation of users was higher, but also because the soft-
ware was adjusted after each evaluation session, reflecting more accurately the
needs and interests of end-users through incremental prototypes.
Software audio cues and sounds were also modified in order to achieve a higher
quality and making them more representative of the audio stimuli and more attrac-
tive for children. This influenced users by assuming a significantly higher score in
the affirmation about how they liked the sounds of the software, when comparing
prototype and final product evaluations. Thus, according to the evaluation taken to
end-users with low vision, we can conclude that the interface is highly interactive,
attractive, and appropriate to them.
Even though during the blind children’s evaluation it was possible to observe a
small decrease in the final score of some statements –when comparing the first
and last evaluation– in average a favorable score still remains. The main score de-
crease was in the statement “the software is easy to use” because a virtual envi-
ronment of higher extension and more a complex storyboard was obtained in the
final product, so users had to interact with a higher number of elements and a
greater number of characters. This imposed greater cognitive load to users, be-
cause it was designed with the purpose of obtaining a more challenging and en-
couraging game. Another collateral effect of increasing the complexity of the
game was observed in the decrease of the score for the statement “I would play
again with the software”. This seems to be somewhat contradictory when consid-
ering the increase to a perfect score in statements that evaluate this software as en-
tertaining, challenging and encouraging. It can be explained because by making
the virtual environment more complex, which implies a higher audio memory ca-
pacity of users, leading to a higher cognitive loading, and thus decreasing the
Science Learning in Blind Children through Audio-Based Games 99
scores about whether they would play again the software. Also, they did not use
the game saving functionality, so each evaluation began from the same starting
point, thus losing interest in the game. In spite of these slight decreases we can
conclude that considering the high scores obtained, the proposed interfaces are ap-
propriate and were highly accepted by these users.
The tutorial embedded in the software showed to be useful and provided an
added value to the game by teaching users to learn the basic interactions inde-
pendently at their own pace. Evaluations showed the appropriateness of using
quadraphonic sound for the mental construction of the space by blind users (the
first prototype had only stereo sound). The appropriate and correct design of the
interfaces favored visually impaired users to play and achieve goals effectively
and efficiently, gaining satisfaction during interaction. These characteristics al-
lowed adding a greater complexity to the virtual environment by adding more mis-
sions, characters, and elements. Users also showed acceptance and encouragement
to interact with the mini-games presented. Although each prototype evaluated had
a greater complexity than the previous one, they also demonstrated in each inter-
action session a greater degree of software appropriation.
The heuristic evaluation also provided positive results for software improve-
ment. Some software errors were detected thanks to this evaluation and fixed for
the final version. This evaluation also led us to find some problems with icons and
navigational issues, and even to suggest new functionalities for the software. The
facilitator evaluation also indicated that this software presents and integrates sci-
ence contents clearly. This makes AudioLink an appropriate tool for children to
learn curriculum contents and to develop and exercise problem-solving skills. Fa-
cilitators also mentioned that this software had a very usable interface for low vi-
sion users, encouraging blind users to use it.
In this study we have designed, developed, and evaluated the usability of Audio-
Link, interactive audio-based multimedia software for visually impaired children
for the learning of science. A usable product was developed for the user’s inde-
pendent utilization. We verified that the software was appealing, encouraging, en-
gaging, and challenging. In addition, users rated the usability of AudioLink
highly, demonstrating that user-centered design favors the final interaction of end-
users with the software product.
This software has an enormous potential by incorporating new scenes and ad-
ventures from an external file. This makes it possible to think that in the near fu-
ture the teachers of blind children, their parents and even themselves, could be
able to create their own games and extend existing ones. Modifying the game by
means of an external file (for instance, using the game editor currently being de-
veloped), can partly help to overcome the lack of educational software for people
with visual impairments.
We validated that users developed abilities and strategies to identify a problem,
solve it, and know when it is solved. We also observed that users spontaneously
contrasted information they cooperatively exchanged to help each other. Children
were able to play and understand a game with increasing complexity. They were
Science Learning in Blind Children through Audio-Based Games 101
able to solve problems of high difficulty and to explore a world of a higher magni-
tude than anything they may had experienced previously.
When creating a generic RPG engine for blind users, this software can be ap-
plied for learning concepts of any given subject. This game genre has shown to be
very appropriate, useful and appealing for most children that played it. It was also
very important to experiment with a widely used game model developed for
sighted users and successfully implemented in commercial console games. This
demonstrated that perhaps it is not necessary to redesign the whole model to make
this type of software available for visually impaired users. Rather, it is possible to
consider some adjustments, oriented to support users in their own particular needs.
Finally, the role that AudioLink can play is in the same direction of those tools
that help to provide opportunities to children with visual impairments to be more
integrated and included in the society.
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