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Detailed Table of Contents Preface.................................................................................................................................................. xv Acknowledgement.............................................................................................................................xxii Introduction......................................................................................................................................xxiii Section 1 Thoughts, Reflections, and Strategies on Accessible Education Chapter 1 EvolutionofAccessibilityMetadatainEducationalResources............................................................. 1 Salvador Otón Tortosa, Universidad de Alcalá, Spain Paola Cristina Ingavélez-Guerra, Universidad Politécnica Salesiana, Ecuador Sandra Sánchez-Gordón, Escuela Politécnica Nacional, Ecuador Mary Sánchez-Gordón, Østfold University College, Norway Thischapterpresentsinadescriptiveandvisualwaytheevolutionofaccessibilitymetadataineducational resources,considering thedifferentorganizationsandprojects thatcontributed in investigationsand establishmentof standards for their implementation.Thepurpose is to justify the importanceof its applicationintheoptimalsearchofeducationalresourcesthatrespondstotheneedsandpreferencesof theuser,consideringthevariabilityoflearningandemphasizingtheevengreaterrequirementswhen dealingwith studentswithdisabilities.Accessibility is an issue that isdevelopedoptimally, and its adoptionisincreasing;however,intheareaofvirtualenvironmentsanddigitaleducationalresources, theuseofaccessibilitymetadataisstillincipientandrequirestobeunderstoodfromitsimplementation ofcomprehensivemannerandthesuitabilityofitsapplication. Chapter 2 ReflectionsonInstructionalDesignGuidelinesFromtheMOOCificationofDistanceEducation: ACaseStudyofaCourseonDesignforAll........................................................................................ 21 Covadonga Rodrigo, Universidad Nacional de Educación a Distancia (UNED), Spain Francisco Iniesto, The Open University, UK Ana García-Serrano, Universidad Nacional de Educación a Distancia (UNED), Spain TherearesomesimilaritiesindevelopingdistanceeducationonlinecoursesandMassiveOpenOnline Courses(MOOCs)usingthebasisofeLearninginstructionaldesign.However,thetaskofconvertingan onlinecourseintoaMOOCisnotassimpleasdirectmigrationofeLearningmaterialsandassessment resources into a MOOC platform. In online learning, learners should be continually influenced by information,socialinteraction,andlearningexperiences,providingthemwiththeknowledgetocome upwithnewideastodevelopwithinanengagingcourse.Inthischapter,theprocessofMOOCificationa distanceeducationonlinecourseon“DesignforAllforanInclusiveandAccessibleSociety”isexplained andcontextualized.There-factorizationprocesshasbeenbaseduponthequalitymodelusedforMOOCs atUNEDAbiertaandtheinstructionaldesignbasedonGagné’seventsofinstruction.TheeLearning activitieswerecompletelyrefactored,alongwiththecontentitself,theinteractionevents,andtheonline assessmentfollowingtheGardner’smultipleintelligencesproductgrid. Chapter 3 InclusiveEducationThroughAccessibleMobileSeriousGames........................................................ 38 Angel Jaramillo-Alcázar, Universidad de Las Américas, Ecuador Santiago Criollo-C, Universidad de Las Américas, Ecuador Sergio Luján-Mora, University of Alicante, Spain Accessibilityhasbeendefinedastheabilityofanobjecttobeuseddespitetheconditionordisability ofaperson.However,itisafeaturethatoftenhasnotbeentakenintoaccountinthedesignofproducts orservices,andthemobileseriousgamemarketisnoexception.Accessibilityguidelinesweredefined throughtheconsolidationofdifferentinitiativesandgoodpracticesofvideogamedevelopersaswellas groupsinterestedinprovidingaccessibilitytovideogames.Oncetheguidelinesweredefined,amethod forevaluatingtheaccessibilityofmobileseriousgameswasdevelopedandappliedinamobileserious game.Thepurposeofthisdocumentistoproposeanevaluationtoolforthosewhowishtodevelop accessiblemobileseriousgamesforpeoplewithimpairmentsandimproveinclusiveeducation. Chapter 4 UDLinAction:ImplementingStrategiesinaLargeOnlineCourse.................................................... 59 Aisha S. Haynes, University of South Carolina, Columbia, USA Thischapterdiscussesuniversaldesignstrategiesthatcouldbeimplementedinonlinecourses.Theauthor discussestheapplicationofuniversaldesign(UD)principlesinalarge(180students)onlineComputer ApplicationsinHospitality,Retail,andSportManagementcourse.Asurveywascompletedbystudents todeterminetheimpactofUDstrategiesthatwereincorporatedinthecourse.Theresultsshowedthe abilitytouselearningaidswhencompletingassignments,receivinginstantfeedbackonassignmentsand theabilitytocompletecourseassignmentsunlimitedtimesbeforetheduedateareimpactfultostudent learning.ThepurposeofthischapteristoprovideeducatorswithabankofUDstrategiesthatcanbe usedinonlinecourses. Chapter 5 HCIandUserExperienceDesignEducation:PrinciplesforEthicalandResponsiblePracticesin InclusiveResearchandApplication...................................................................................................... 80 Troy Abel, University of North Texas, USA Debra Satterfield, California State University, Long Beach, USA Athoroughandrobustunderstandingofresponsibleandethicalpractices inUXisessential touser experiencedesigners.EthicalUXpracticesincludeauthenticinclusion,vulnerabilityinparticipants,the inclusionofIRB-protectedgroupsinresearch,toleranceforriskandmotivation,truthinresearch,fair andrespectfulconduct,informedconsent,culturalsensitivity,accessibilityinUXprocesses,stigmatized populations, idiosyncratic populations, right to privacy, and an understanding of ADA-compliant accommodationsbyUXresearchersandparticipants.Thischapterwillintroducetheseprinciplesas wellasdemonstrateonepossibleapplicationinanundergraduatedesignclassroom. Chapter 6 PhysicalAccessDifficultiesatEducationalInstitutionsExperiencedbyPeopleWithVisual Impairment............................................................................................................................................ 96 Paola Manquillo-Manquillo, Universidad de La Rioja, Spain Katerina Psegiannaki, Universidad Internacional de La Rioja, Spain Theobjectiveofthischapterwastoassesstheimpactthathaptictoolshaveontheexperienceofpeople withsomekindofvisualimpairmentwhenaccessingabuilding.Theanalysiswasperformedthrough theapplicationofacasestudycarriedoutinthefacilitiesoftheCenterforTeleinformaticsandIndustrial ProductionoftheNationalLearningServiceinPopayán,Colombiawiththeparticipationoffivepeople. Takingintoaccounttheprinciplesofuniversaldesign,theanalysisconsideredpeoplewithtotalblindness, partialblindness,andpeoplewithoutvisuallimitation.Participantsprovidedfeedbackandinsightson theirexperiencelocatingthedesignatedareawithandwithoutthesupportofdefinedhaptictools.The studyresultedinasetofdrawbacksthatinfluencethelocationofvisuallyimpairedpeople.Suchfindings canbetakenintoaccountbypeoplewhowishtomakeprojectsofaccesstophysicalspacesofvisually impairedpeople. Chapter 7 AttentionastheBaseoftheDevelopmentofLearningSupportedbyUXDTechnologies................113 Samirna Collazos, Independent Researcher, Colombia Bayron Mauricio Mazabuel, Universidad Del Cauca, Colombia Thischapterwasintendedtoemphasizetheneedofuser-centeredtechnologyforthecurrentgeneration oflearners:“Multipotentielites.”ThescenariosuggeststhatfosteringattentioninMultipotentialitesis requiredforeffectivelearningbeingempathyandemotionsthekeytoachieveit.Importantconcepts suchasuserexperiencedesign(UXD)andlearningexperiencedesign(LXD)whereanalyzedhereas pivotalaspectstoenvisionbothneweducational/learningprocessesandtheenvironments/technologies that support them.Under this context, thechapter summarized severalperceptions fromexpertsby highlightingthoseMultipotentialites’qualitiesandskillsthatshouldbestrengthenandexploitedduring learningprocesseswhereattentionappearstobethenewIQ. Chapter 8 EducationalApplicationsasaSupportforReadingDisabilityatElementarySchool....................... 127 Jaime Muñoz-Arteaga, Universidad Autónoma de Aguascalientes, Mexico Readingisanimportantcompetencytobedevelopedforchildreninthefirstyearsofelementaryschool. Readingbecomesamechanismthatallowsthechildrentointeractwiththeworldandidentifytheir characteristics.Dyslexiaisonelearningdisabilityfrequentlymanifestedinelementaryschool,andto identifyit,teachersrequireextraeducativeresources,inparticulareducationalapplications.Thiswork proposes a process model to design and develop educational applications considering the learning needsofchildrenwithdyslexia.Itinvolvesauser-centeredapproachbecausedifferentperceptionsof severalactorsareconsidered.Theperformanceoftheproposedmodelisexploredinacasestudyand anevaluation,takingintoaccountusabilityandaccessibilityfactors. Chapter 9 AnalysisoftheUseofVRandHapticDevicesintheTeaching-LearningProcessforBlindPeople153 Mitsari Lucio Alonso, Tecnológico Nacional de México IT Aguascalientes, Mexico Hugo I. Medellin-Castillo, Universidad Autónoma de San Luis Potosí, Mexico The inclusion of people with disabilities in society is an issue that is currently becoming relevant. Thisiswhytechnologyisinaconstantstruggletodeveloptoolsthatmeettheneedsofthissectorof thepopulationandwithitfulfillthisobjective.Oneofthesedisabilitiesisblindness.Therefore,this chaptershowsananalysisoftheapplicationofvirtualreality(VR)andhapticdevicesassupporttools intheteaching-learningofpeoplewithsuchdisabilitiesthroughthestudyofvariousprojectsthathave implementthesetechnologies,obtainingtheadvantagesanddisadvantagesofferedbytheseresources. Forthis,ananalysisismadefromthepointofviewofaccessibilitythatitpresentsaswellastheapproach oftheuser-centereddesign(UCD). Section 2 Design, Assessment, and Redesign of Technology for Accessible Education Chapter 10 DesignProcessforAccessibleVirtualRealityLearningEnvironments:AFirstApproach............... 170 Zeoli Antonio Maldonado, Tecnológico Nacional de México IT Aguascalientes, Mexico Virtualrealityhascapturedtheattentionofpeople.Sincevirtualrealityhasbecomemorerealistic,with theevolutionofthetechnologyliketheinnovationofsmartphones,ithasbeenmoreaccessibleforsociety, andmanyindustrieshavebegunresearchontheapplicationofVRfortrainingandforlearningabout certainspecifictopicsasitallowsreducingaccidentsandmaximizessafety.Theiruseintheeducation industryhasbeenbestseenasatooltocomplementcertainissuesthatmaybedifficulttounderstand sinceitcanallowonetovirtuallymovetocertainareasfromsafeareas.However,thedevelopment virtualenvironmentsisnotfullyspecializedtoimplicitlyincludeandpromotelearning,muchlessthe considerationofpeoplewithdisabilities.Themainobjectiveofthischapteristhepresentationofadesign processforthedevelopmentofvirtuallearningenvironmentsthatallowsaccessibility. Chapter 11 RedesigningtheUserInterfaceofaLearningPlatformforSocialEngineeringIntegratingWeb AccessibilityBasics............................................................................................................................ 184 José Guadalupe Arceo-Olague, Universidad Autónoma de Zacatecas, Mexico Jorge Ortiz-Reyes, Universidad Autónoma de Zacatecas, Mexico Roberto Solís-Robles, Universidad Autónoma de Zacatecas, Mexico Huizilopoztli Luna-García, Universidad Autónoma de Zacatecas, Mexico Oscar Osvaldo Ordaz-García, Universidad Autónoma de Zacatecas, Mexico Hamurabi Gamboa-Rosales, Universidad Autónoma de Zacatecas, Mexico Carlos Eric Galván-Tejada, Universidad Autónoma de Zacatecas, Mexico Jorge Issac Galván-Tejada, Universidad Autónoma de Zacatecas, Mexico José María Celaya-Padilla, CONACyT, Universidad Autónoma de Zacatecas, Mexico Manuel Agustín Ortiz-López, Universidad de Córdoba, Spain Theobjectiveof this chapter is to identifywebaccessibilityproblems inorder to fulfill thedesign guidelines.Accordingtotheproposal,accessibilityisassessedthrougheasychecksoftheimplementation ofthesocialengineeringeducationalplatform.Asafirstphase,thedevelopercarriesoutthisevaluation andhisresultsareanalyzed.Thesecondphasesolvestheidentifiedproblemsoratleasttriestogive themasolutionimplementingaredesignontheplatform;inthesameway,theresultsareanalyzed.In thethirdphase,aproposalismadeoftheimprovementsthatcanbeintroducedintheredesignofthe userinterfaceinawaythatbestcomplieswiththewebaccessibility.Theproblemidentifiedshowsthe difficultyofimplementingtheaccessibilityguidesandtheneedtoproposeaccessibilityimplementation guidelinesthatguaranteetheircompliance. Chapter 12 ASoftwareTestingProcessBasedinGamificationforChildrenWithDownSyndrome.................. 204 Alfredo Mendoza González, National Institute of Statistics and Geography, Mexico & Universidad Autónoma de Zacatecas, Mexico Evaluatingsoftwareimplieschallengingusers’abilitiesduringaperiod,applyingseveralassessments,and analyzingtheirevolution.Thisprocessmightturnunpleasantandstressful,especiallytothosesusceptible toanxietyandstress,suchasDownsyndromeusers.Thepoorperformanceofunpleasantusersgenerates unrealresults.Agamifiedapproachforsoftwaretestingisproposedthatmaintainsusermotivationand engagementandreducesanxietyandstress.Commonbehaviorsexpectedareanxiety,stress,unwillingto work,andingeneral,lackofmotivation.Usinggamification,makesitpossibletosucceedincontrolling thesecommonnegativebehaviorsandstimulatingthepositiveonesincludingtheMDAframeworkinto agenericlearnabilityevaluationprocess,linkingthesetwoelementswiththepsychologicalapproach ofgestalttherapy.Gamifyingthetestingexperienceincreasedthequalityofcommunicationbetween usersandapplicators;providedafriendly,motivational,andengagingenvironment;andincreasedthe rateoftestingsuccessandtherangeofpotentialparticipants. Chapter 13 VirtualCourseofAccessibilityoftheTecnológicoNacionaldeMéxicoandITAguascalientes: AnalysisandImprovementProposal................................................................................................... 229 Mitsari Lucio Alonso, Tecnológico Nacional de México IT Aguascalientes, Mexico Thischapterdescribedananalysisandthosederiveddesignimprovementsforanaccessibilitycourse offeredbyTecnológicoNacionaldeMéxico/ITAguascalientes(ITA).Thecourseisaddressedtotrain professors for awareness and implementation of educational strategies that allow an accessible and inclusivelearningenvironment.Enhancementsfoundwereorientedtomakeseasierteachers’taskswhen generatingstrategiesforthecreationofaccessibleeducationalcontent.Allsuggestionswerederivedfrom ausabilityanalysisofbothinteractiveelementsandthestructureofthecourseontheon-linelearning platformMoodle.Thestudywasperformedbyimplementingseveralinternationalstandardsanddesign guidessuchasthetraditionalwebcontentaccessibilityguidelines(WCAG). Chapter 14 OntheDevelopmentofHaptic-VirtualLearningSystemsfortheEducationofBlindPeople.......... 249 Raquel Espinosa Castañeda, Universidad Autónoma de San Luis Potosí, Mexico Hugo Ivan Medellín Castillo, Universidad Autónoma de San Luis Potosí, Mexico Theconceptofinclusiveeducationgoesbeyondconsideringtheneedsofpeoplewithdisabilities;itrefers totheprocessofrecognizingthestudents’learningneedsandtoactaccordingtosuchneeds.People withvisuallimitationsdonotnecessarilyrequiremoreattentionanddedicationthanotherpeople;they onlyneedtobeinitiallyguidedandtohaveaccessibleinformation.Thus,oneofthemainchallengesof universaleducationistogenerateinclusiveandassistiveeducationaltechnologies,whichcanbeused fortheteachingandlearningofpeoplewithdisabilities.Inthischapter,thedevelopmentandassessment ofhaptic-enabledvirtualrealitylearningsystemsfortheeducationofnon-sightedpeoplearepresented anddiscussed.Thesevirtualsystemsrepresenttheresearchworkconductedtopromotetheaccessible educationofblindpeopleandtodeterminetheeffectivenessofvirtualtouchintheeducationofblind people. Chapter 15 TowardsaRole-PlayingGameProceduralDungeonGenerationStrategytoHelpDeveloping WorkingSkills.................................................................................................................................... 274 Esteban A. Durán-Yañez, Tecnológico Nacional de México IT Aguascalientes, Mexico Mario A. Rodríguez-Díaz, Tecnológico Nacional de México IT Aguascalientes, Mexico César A. López-Luévano, Universidad Politécnica de Aguascalientes, Mexico Thischapterdescribestheinsightstowardsaproposaltointegrateaproceduralcontentgenerationstrategy inacomputerrole-playingusableandaccessiblelearningvideogameforgainingreplayabilitytoencourage engagementandmotivationinlearners.Inordertoexplainthecontextualissuesofthetopic,thechapter includesadiscussiononhowcomputerrole-playingvideogamesimpacttheskillsconsideredcrucialfor theworkinthefuture—abstraction,systemthinking,experimentation,andcollaboration—emphasizing theimportanceofusabilityandaccessibilitytoensureeffectivenessoftheproposal.Afirstapproachof acomputerrole-playingvideogameispresentedtoprovideanillustrativeexample.Theprototypewill serveforfutureevaluationswithpeopleforusabilityandaccessibility. Compilation of References............................................................................................................... 297 About the Contributors.................................................................................................................... 331 Index................................................................................................................................................... 338
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