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Designing Gamification Technology for and with Students with Behavioral Disorders

Published: 21 May 2018 Publication History

Abstract

Ubiquitous computing has previously demonstrated its ability to streamline the processes of data collection and analysis for practitioners. However, little has been said about designing technology where students with behavioral disorders are the primary users. In this position paper, we use previous research to identify the need for students with behavioral disorders to be more involved with their data and the potential positive outcomes that could arise with their involvement. We present our first iteration of a human-centered design process for creating Tadpole, an interactive digital media experience designed for students with behavioral disorders. This platform enables students and their guardians to interact with and monitor their behavioral progress in the classroom through data driven incentives in the form of interactive visuals and avatar features. As a second iteration design, we present our research proposal to involve students with behavioral disorders in the design process. We reflect on the challenges we face in designing with this population.

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Cited By

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  • (2019)Designing and Assessing Interactive Virtual Characters for Children Affected by ADHDVirtual Reality and Augmented Reality10.1007/978-3-030-31908-3_17(285-290)Online publication date: 7-Oct-2019

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PervasiveHealth '18: Proceedings of the 12th EAI International Conference on Pervasive Computing Technologies for Healthcare
May 2018
413 pages
ISBN:9781450364508
DOI:10.1145/3240925
Permission to make digital or hard copies of all or part of this work for personal or classroom use is granted without fee provided that copies are not made or distributed for profit or commercial advantage and that copies bear this notice and the full citation on the first page. Copyrights for components of this work owned by others than ACM must be honored. Abstracting with credit is permitted. To copy otherwise, or republish, to post on servers or to redistribute to lists, requires prior specific permission and/or a fee. Request permissions from [email protected]

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  • EAI: The European Alliance for Innovation

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Association for Computing Machinery

New York, NY, United States

Publication History

Published: 21 May 2018

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Author Tags

  1. Gamification
  2. behavioral disorders
  3. children

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PervasiveHealth '18

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Overall Acceptance Rate 55 of 116 submissions, 47%

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Cited By

View all
  • (2019)Designing and Assessing Interactive Virtual Characters for Children Affected by ADHDVirtual Reality and Augmented Reality10.1007/978-3-030-31908-3_17(285-290)Online publication date: 7-Oct-2019

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