Title Sustav za predlaganje digitalnih obrazovnih igara kao potpora planiranju odgojno-obrazovnih aktivnosti učenika s intelektualnim teškoćama
Title (croatian) A system for recommending digital educational games as a support for planning educational activities for students with intellectual disabilities
Author Kristian Stančin
Mentor Nataša Hoić-Božić (mentor)
Mentor Sanja Skočić Mihić (komentor)
Committee member Martina Holenko Dlab (predsjednik povjerenstva)
Committee member Božidar Kovačić (član povjerenstva)
Committee member Jože Rugelj (član povjerenstva)
Granter University of Rijeka (Faculty of Informatics and Digital Technologies) Rijeka
Defense date and country 2023-12-15, Croatia
Scientific / art field, discipline and subdiscipline SOCIAL SCIENCES Information and Communication Sciences
Universal decimal classification (UDC ) 376 - Education, teaching, training of special groups of persons. Special schools
Abstract Cilj je ovog rada razviti sustav za predlaganje digitalnih obrazovnih igara temeljen na ontologiji koji uvažava individualne odgojno-obrazovne potrebe učenika s intelektualnim teškoćama kao potporu edukacijskim rehabilitatorima u unapređenju odgojno-obrazovnog procesa. Kako bi se ostvario glavni cilj, provedena su predistraživanja za potrebe izrade sustava. Prvo je proveden sustavni pregled literature o korištenju digitalnih obrazovnih igara kroz koji je ustanovljeno koje se tehnologije i igre koriste za postizanje učenja temeljenog na digitalnim obrazovnim igrama za učenike s intelektualnim teškoćama te za koje se sposobnosti, vještine i nastavne predmete igre razvijaju. Nakon toga proveden je sustavni pregled literature o korištenju ontologija u obrazovanju čime su utvrđeni različiti tipovi ontologija, pristupi razvoju istih te trend rasta popularnosti višestrukih ontologija. Rezultati ovog predistraživanja koristili su se prilikom razvoja sustava jer isti uključuje višestruku ontologiju – za opisivanje domene učenja, konkretnije područja digitalnih obrazovnih igara te za opisivanje podataka o učeniku.
Za potrebe izrade prototipa sustava za predlaganje digitalnih obrazovnih igara oblikovan je okvir za procjenu digitalnih obrazovnih igara za učenike s intelektualnim teškoćama. Okvir identificira ključne karakteristike učenika s intelektualnim teškoćama koje služe za uvid u učenikove mogućnosti, ali i skup karakteristika digitalnih obrazovnih igara kojim se opisuju zahtjevi i funkcionalnosti igara s ciljem utvrđivanja pogodnosti korištenja određene igre u odgojno-obrazovnom procesu individualnog učenika. Okvir za procjenu digitalnih obrazovnih igara za učenike s intelektualnim teškoćama temelji se na skali procjene vještina u primjeni digitalnih obrazovnih igara učenika s intelektualnim teškoćama koja je dobivena Delfi metodom te izvornoj kategorizaciji zahtjeva i funkcionalnosti digitalnih obrazovnih igara koja je dobivena sustavnim pregledom literature. Navedeni okvir implementiran je kao višestruka ontologija. Na temelju navedenog, napravljena su pravila predlaganja digitalnih obrazovnih igara uvažavajući individualne potrebe učenika s intelektualnim teškoćama. U skladu s definiranim pravilima, osmišljena su dva algoritma, jedan koji predlaže digitalne obrazovne igre i definira pripadajuće obrazovne ciljeve za područje akademskih vještina, te drugi koji predlaže digitalne obrazovne igre za područje vještina svakodnevnog življenja.
Rezultati validacije algoritama u kojoj su sudjelovali eksperti edukacijsko-rehabilitacijskog profila pokazali su da digitalne obrazovne igre koje je predložio sustav odgovaraju individualnim obrazovnim potrebama učenika s intelektualnim teškoćama. Validacija cjelokupnog sustava provedena je modelom za testiranje uspješnosti informacijskog sustava te tehnikama strukturnog modeliranja kako bi se provjerio odnos između konstrukata postavljenog modela, odredila prikladnost modela te procijenila psihometrijska svojstava modela što je uključivalo ispitivanje kompozitne pouzdanosti i konvergentne valjanosti. Rezultati validacije sustava pokazali su da korištenjem sustava edukacijski rehabilitatori mogu uspješno integrirati digitalne obrazovne igre u odgojno-obrazovni proces učenika s intelektualnim teškoćama.
Abstract (english) The goal of this thesis is to develop an ontology-based system for recommending digital educational games that take into account the individual educational needs of students with intellectual disabilities. The system is developed as a support for special education teachers in improving the educational process. To achieve the main goal, several preliminary studies were conducted to create the system. First, a systematic review of the literature on the use of digital educational games was conducted. This identified which technologies and games are used to achieve learning based on digital educational games for students with intellectual disabilities, and for which skills, abilities, and subjects the games are developed. Then, a systematic literature review on the use of ontologies in education was conducted. This identified different types of ontologies, approaches to their development, and the growing trend towards the popularity of multiple ontologies, which was useful in the development of the system as it contains multiple ontologies - to describe the domain of learning, more specifically the domain of digital educational games, and to describe data about students.
For the purpose of creating the prototype for recommending digital educational games, a framework for evaluating digital educational games for students with intellectual disabilities was created. The framework identifies key characteristics of students with intellectual disabilities that are used to gain insight into the student's abilities, but also a set of characteristics of digital educational games that describe the requirements and functionalities of games, with the goal of determining whether a particular game is appropriate for an individual student’s learning process. Thus, the framework for evaluating digital educational games for students with intellectual disabilities is based on the scale for evaluating skills in using digital educational games for students with intellectual disabilities, which was created using the Delphi method, and the original categorization of the requirements and functionalities of digital educational games, which was obtained through a systematic literature review. The mentioned framework is implemented as a multiple ontology. On this basis, the rules for proposing digital educational games that take into account the individual needs of students with intellectual disabilities were created. In accordance with the defined rules, two algorithms were developed, one that proposes digital educational games and defines the related educational objectives for the academic skills domain, and the other that proposes digital educational games for the everyday skills domain.
Validation of the algorithms was performed by experts in the field of special education. The validation results showed that the digital educational games proposed by the system meet the individual educational needs of students with intellectual disabilities. The validation of the whole system was performed using an information system success testing model and structural modelling techniques to verify the relationship between the constructs of the specified model, to determine the adequacy of the model, and to evaluate the psychometric properties of the model, which included testing the composite reliability and convergent validity. The results of the system validation showed that special education teachers can successfully integrate digital educational games into the educational process of students with intellectual disabilities by using the system.
Keywords
digitalne obrazovne igre
učenici s intelektualnim teškoćama
sustav za predlaganje digitalnih obrazovnih igara
karakteristike igara
skala procjene
Keywords (english)
digital educational games
students with intellectual disabilities
system for recommending digital educational games
game characteristics
assessment scale
Language croatian
URN:NBN urn:nbn:hr:195:295420
Promotion 2023
Project Number: uniri-drustv-18-130 Title: Digitalne igre u kontekstu učenja, poučavanja i promicanja inkluzivnog obrazovanja Acronym: DEGAMES Leader: Nataša Hoić-Božić Jurisdiction: Croatia Funder: NadSve Funding stream: Sveučilište u Rijeci
Study programme Title: Informatics Study programme type: university Study level: postgraduate Academic / professional title: doktor znanosti iz znanstvenog područja Društvene znanosti, polja Informacijske i komunikacijske znanosti. (doktor znanosti iz znanstvenog područja Društvene znanosti, polja Informacijske i komunikacijske znanosti.)
Type of resource Text
Extent 238
File origin Born digital
Access conditions Open access
Terms of use
Created on 2023-12-21 07:11:04