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Image source: Deafeat Dyslexia 2016

TITLE S W O T

iREAD

Cambia
Immaculata

ELEVATE Effectiveness study Good UX/UI Age didn’t specified Performance tracking is
Effective within a week based on necessary
the study
Performance Tracking Effective use of technology for
education is depicted
Games are developed by
educational experts

Dr. Nakano (2015)


TITLE S W O T

Use of Augmented Reality to -Teacher-student interaction -ui -Holochess design pattern


Support Education Creating a through the application -internet connection -smartglasses
Mobile E-learning Tool and using -jigsaw method -fast-drained batteries
it with an Inquiry-based -
Approach (2017)

Rezende, W.J., Albuquerque, E,S.


& Ambrosio, A.P.

StructVR

quinn
Research Design
quasi-experimental method
evaluate the effectiveness level,
adaptive rate and
respondents’ level of acceptance in the developed mobile game and application.

We will have no control of the variables and they will not be assigned to a random assignment.

The selected population will be divided into two groups according to their gender.
We will identify the difference in terms of effectiveness and adaptiveness rate in relation to their gender.

DIAGRAM
Sources of Data
semi-structured interviews, group discussion, secondary source analysis and questionnaires.

Personal interviews were constituted as one of the most important and valuable source of information in this study. The interviewees were chosen for their relevance to the conceptual

questions rather than their representativeness.

Data collection was done through both secondary and primary sources. Primary data sources included experts in the field of Developmental-Pediatrics, Occupational Therapists, Dyslexia

experts and IT professionals. It also includes research data such as dataset, images, model and sound.
Sources of Data
Secondary data sources:

Secondary data helped to cross-check information and technical details.

They also supported the exploring of particular responses during interviews.


Research Instrument
• Survey questionnaire. It is the most common research instrument used in collecting data. In this study, researchers’ questionnaire is validated by the experts and professors before given to the subjects to ensure

that it is accurate and appropriate to the focus of the study. The questionnaire is composed of two parts: the personal data (age, sex) and the questions with checklist about the system that will be used to

determine the outcome of the study.

• Interview. Is an oral sense of questionnaire wherein the data and information is delivered orally and face-to-face. The researchers interviewed experts in the field of Developmental-Paediatrics to verify gathered

written data, update and collect information about Dyslexia as well as tutors/institutions who advocate in teaching people with learning disability. Lastly, an IT expert for the system development will be

contacted. The information is gathered through recordings of the said interview.


Data Generation/Gathering Procedure
Several steps will be done in obtaining data throughout the research. These data will be used for summarizing and evaluating the performance of the sample population of this study. The

steps are done as follows:

1. The researchers will hand out a set of exercises (pre-test) which corresponds to the set of activities in the game before gamified learning tool is provided. Items are adopted from books,

games and manuals.

2. The gamified learning tool is then introduced to the sample population. The game consists of activities related to pre-test which are:

• Functional Skills (Alphabets)

• Object Association

• Shapes and Patterns

Each exercise starts in different instruction that is according to the set of activity, it may or may not have options as answer.

3. During the game, user’s data is saved in a local data file that can be used for monitoring their learning with the guidance of the expert or tutor accompanying the dyslexic individual. This data

includes: date, total time spent in that question, score and overall performance.

4. Then, the respondents will be given a final set of written exercises (post-test) results and will be collected.

5. The researchers will provide a questionnaire made to the participating individuals where demographics are required (Age and Sex).

6. Both test results will be collected. Finally, survey questionnaires will be provided by the researchers to the individuals who participated for generating the study’s results.
Statistical Data Analysis
The following formulas are used for statistical treatment of data from the survey questionnaire in this study:
Frequency Count. It is used in tallying and counting of how many times a certain variable occurs within a calculation.
Percentage. It is used in the study to present the frequency of the profile of the respondents.
P = f/N x (100)
Where:
P = percentage
f = frequency
N = total number of respondents
Statistical Data Analysis

Likert’s Scale. It is a five point scale which is used to allow the individual to express how much they agree or disagree with a particular statement. In this study, the proponents used it in the questionnaire as
standard of measurement for level of acceptance of the respondents’ to the system.

Score Rating Verbal Interpretation

5 4.20 – 5.00 Strongly agree


4 3.40 – 4.19 Agree
3 2.60 – 3.39 Neutral
2 1.80 – 2.59 Disagree
1 1.00 – 1.79 Strongly Disagree
Statistical Data Analysis

Weighted Mean Formula. It is used in getting average which is a measure of the center of a data set. Instead of each data point contributing equally to the final mean, some data points contribute more
“weight” than others. In this study, it is used to determine the respondents’ level of assessment in terms of: usability, functionality and reliability.
Where:
x = weighted mean
f = frequency of the class
x = midpoint of the class
N = total number of observations

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