版權(quán)說明:本文檔由用戶提供并上傳,收益歸屬內(nèi)容提供方,若內(nèi)容存在侵權(quán),請進行舉報或認領(lǐng)
文檔簡介
J.Comput.Educ.(2019)6(1):117–141
/10.1007/s40692-018-0126-9
Educationale?bookforchildren
withandwithoutdevelopmentaldisorders
NirvanaPistoljevic1·VedadHulusic2
Received:18April2018/Revised:28June2018/Accepted:2November2018/
Publishedonline:17November2018
?TheAuthor(s)2018
AbstractInthelastdecade,AutismSpectrumDisorder(ASD)prevalenceratehassignifcantlyincreased,whichconsequentlyledtotheexpansionofresearchandexpenditureinthefeld,predominantlyfocusingonsearchingforthecause.Inatypicalclassroomscenario,workingwithchildrenwithASDveryoftenrequires1:1teachertochildratio,whichmakesitveryexpensiveanddifculttoimplement.Seriousgameshavebeenutilisedasamediumforteachingvariousdevelopmentalskills,suchassocialinteraction,speech,motorskillsdevelopment,emotionrecogni-tion,andotherbasicconcepts.DesigningseriousgamesforASDpopulationdifersfromothergamesandevenotherseriousgamessignifcantly.Itrequiresaholisticapproachwithextensiveknowledgeandexpertisefromfeldsotherthancomputerscience,suchaspsychology,sociologyandcognitivescience.However,oncehar-nessedcorrectly,suchgamescanbeusedbychildrenwithASDontheirowntime,withorwithoutsupervisionandtheycanbeeducational.Inaddition,theycanadjusttheappropriatepacewhileatthesametimeprovidingfeedbackinformofreinforce-mentandcorrection.Applyingtherulesofscienceoflearningandteaching,onecandesigngamesthatareeducationalforalltypesoflearners,includingchildrenwithASD.Inthispaper,twoindependentuserstudieshavebeenconducted,dem-onstratinghowseriousgamingande-learningprinciplescanbeharnessedinordertointervene,developorstrengthenpivotaldevelopmentalskills,likelearningnovelvocabulary,counting,identifyingnumbersandcolours,andrespondingtoinferencequestions.Wehavetestedtheeducationale-bookwithchildrendiagnosedwithASD
VedadHulusicvhulusic@bournemouth.ac.uk
NirvanaPistoljevicnp2127@tc.columbia.ed
TeachersCollege,ColumbiaUniversity,525West120thSt.,NewYork,NY10027,USA
DepartmentofCreativeTechnology,FacultyofScienceandTechnology,BournemouthUniversity,PooleHouse,TalbotCampus,Poole,DorsetBH125BB,UK
Vol.:(0123456789)13
\118 J.Comput.Educ.(2019)6(1):117–141
andwithtypicallydevelopingchildrentoassessskillacquisitioninnativelanguageforchildrenwithASDandinEnglish,aforeignlanguage,fortypicallydevelopingchildrentodemonstratetheeducationalaspectofthegameforalltypesoflearners.Weshowedthatthesamee-bookintwolanguagescanbeusedforteachingdiferenttypesoflearnersthroughafunandengagingmedium.
Keywords\Developmentaldisorder·Autism·Education·E-book·Children
Introduction
AutismSpectrumDisorder(ASD)isaneurodevelopmentaldisorderthatafectsthreecoreareasofdevelopment:languageandcommunication,socialskills,andonesinterests/behaviours.Itisadisorderthatbeginsearlyindevelopment,beforeage2(Luysteretal.2005),characterisedbythelackoflanguageandsocialskillsdevelopmentanddevelopmentofpatternsofrigid,repetitive,auto-stimulatingbehavioursthatinterferewithoverallfunctioningofaperson,Association(2013).ChildrenwithASDcontinuouslyhavedemonstratedmajorimpairmentsinthesekeybuilding-blockskills(SmithandBryson1994;Dawsonetal.2004;Katarzynaetal.2010),andtheabsenceofthesamehasoftenbeenusedasanearlypredictorofASD(Rozgaetal.2011).Inaddition,theyoftenexhibitadifcultyinprocessingsensoryinformation,byunder-orover-processingdiferentinputswhich,asaconsequence,afectstheirlearning.Thisinturnleadstodifcultiesindevelopingmorecomplexlanguageandsocialskills,requiredforsuccessfulinclusionintosociety.
Seriousgaming,aprocessofplayingvideogamesforpurposesotherthanenter-tainmentorleisure,hascontributedtoseveralfelds,suchaseducation(DeFreitas2006),simulation(SheltonandHedley2002),health(Arnab2012)andothers.Theadvantageofusingseriousgamesintrainingandeducationisthatitexposesuserstodeeplyengaging,visuallydynamic,rapidlypaced,andhighlysatisfyingexperi-ences,incomparisontoconventionalteachingandtrainingmethods.Atthesametime,studieshavedemonstratedthatchildrenwithASDacquireskillsfasterwheninstructionisdeliveredviacomputervs.thetraditionalteachingstrategies,andaremoreinterestedandmotivatedtolearnthroughcomputer-assistedinstruction(Wha-lenetal.2009;ChenandBernard-Opitz1993).Consequently,severalstudiesinseri-ousgamescommunityhavecontributedinthisdomain(Zakarietal.2014)showingasignifcantpotentialofthismediumondetectionandinterventionforASD.Whilenoneofthiswork,tothebestofourknowledge,isbasedonthethree-termcontin-gency—thelearnunit(Skinner1958;GreerandMcDonough1999;Greer2002),apredictorofalllearning,wetriedtodesignanddevelopourworkbasedonthesefndingsbyusingthemasatheoreticalfoundationforthegamedesign.
Inthispaper,thedevelopmentprocessoftheinteractiveeducationale-bookispresented,alongwiththetwouserstudiesinvestigatinghowthee-bookcanbeuti-lisedforteachingchildrenwithandwithoutASDvariousdevelopmentallyappropri-ateskills.ThefrststudyinvestigateshowchildrenwithASDacquirebasiclearningconcepts(i.e.pointingtocoloursandnumbersorbasicvocabularyfromthestory)
13
J.Comput.Educ.(2019)6(1):117–141\
119
intheirnativelanguage,bygoingthroughthee-bookandwhethertheyareabletotransferthatknowledgetootherenvironments,makingitfunctionalknowledge.ChildrenwithASDhavelimitedvocabulariesanddefcitsinlanguageandcommu-nication,sothisiswhywewantedtotestwhethertheycanacquirelanguageandcognitiveconceptsthroughgameplaying.Thesecondstudyexploreswhetherthesamee-bookcanbeusedforteachingtypicallydevelopingchildrensameconceptbutasaforeignlanguagevocabulary.ThesechildrenincomparisontochildrenwithASDarefuentspeakersintheirnativelanguageandhaverichfunctionalvocabular-iessowedecidedtotestacquisitionofnovellanguageskills.So,themaingoalwastotestwhetherthee-bookandthegamecanbeutilisedasaneducationaltoolforchildrenwithandwithoutdisabilities.
Themaincontributionofthisworkisshowingthatseriousgamesdevelopedonthefndingsfrombehaviouralsciencecanbeveryefectiveinteachingchildrenwithandwithoutdevelopmentaldisorders.Theresultsfrombothstudiesshowthattheacquiredskillscanbeefcientlytransferredtonewmediaandenvironments.Inaddition,thisworksuccessfullybridgesthegapbetweenthetwodisciplinesandpro-motesincorporatingtechnologyaspartoftheeducationalandpedagogicalprocessinallschools.Thestudiesontheprocessoftheskillsacquisition,donewithchildrenoneonone,requireextensivetimebecauseexperimenterscollectalldata,inaddi-tiontothecomputerkeepingthescore.Furthermore,thegeneralisationprobeshavetobedonewithchildreninnaturalenvironmentsthroughplay,sothesamplesizesinsuchstudiescannotbelargeduetosuchintensityandtrackingeverylearnunit/interaction.
Relatedwork
TechnologywithintheresearchonASDhasbeenusedfordetectionandmeasure-mentofpsychophysical,physiologicalandneurologicalstates.Thereisevidencethatelectroencephalography(EEG),skinconductance/electrodermalactivity(EDA)andheartrate,whichcanbemeasuredwithphotoplethysmogram(PPG),canbeusedforautismdetectionandmonitoringoftheemotionalstate(Filipeketal.1999;Cobenetal.2010;Critchley2002;Goodwinetal.2006).Researchinphysi-ologicalfeedbackhasshownthatdiscomfortcausedbylookingatfacesandmakingeyecontactinpopulationwithASDcanbedetectedthroughEDAmeasurementandhyperarousalofassociatedbrainregions(Josephetal.2008).Similarly,heartratehasbeenusedformeasurementofthearousalmodulationinindividualswithASD(goodwin2006cardiovascular).Picardetal.(2001)combinedfourdiferentsimul-taneousmeasurementsskinconductance,heartrate,electromyographyandrespi-ration,andextractedeightdiferentemotionsusingpatternanalysis,withthe81%accuracy.
Otherstudiesinvestigatedtheefectoftechnologyandcomputersonlearningandstudentmotivation.Ithasbeenshownthatchildrenwithautismcanmastermoreeducationalobjectivesusingacomputer,comparedtotraditionalteachingstrategies,andaremoreinterestedandmotivatedtolearnthroughcomputer-assistedinstruc-tion(ChenandBernard-Opitz1993;Whalenetal.2009).Priceinvestigatedthe
13
\120 J.Comput.Educ.(2019)6(1):117–141
efectofthedeliverymediumonchildrenwithautism(Price2011).Hecomparedcomprehensionandinformationacquisitionwhenreadinginteractivee-books(oniPads)comparedtoprintedbooksandfoundpositiveoutcomesforeachparticipantusinge-books.ThesamestudyrevealedthatthereadingoniPadswasmotivatingandreinforcing,whichconsequentlydecreasedstudents’inappropriatebehaviourintheclassroom.
BosselerandMassaro(2003)developedandtestedviatwoseparateexperimentsacomputer-animatedprogramforteachingchildrenwithASDvocabularyandgram-mar.TheyfoundthatchildrenwithASDlearnednovelvocabularywithacomputer-animatedagentandtheynotedtheactiveparticipationofchildrenintheprocessoflearning,transferanduseofthenovellanguageinanatural,untrainedenvironment,whichisthekeyoflearninganyskill.
KebritchiandHirumi(2008)inacomprehensiveeducationalgamesreviewpointedoutthatgamesofthistypearedesignedtakingintoaccountseverallearningtheories,suchaslearningbydoing,discoverylearningorconstructivistlearning.Skinner(1958),lookingfromapointofviewofthescienceoflearning,pointedouthowinvideogamesplayer’sbehaviourisguaranteedtobereinforced,becausetheplayercontactsalientandimmediateconsequences,andarealmostguaranteedtobesuccessful.Theimportanceoftheimmediatefeedbackateachingmachinecanprovidevs.teacherteachingalargegroupofstudentsandneverbeingabletodoso,wasemphasisedbyPressey(1926)inthe1920sasamaincontributionofcomputerisedinstructiontotheeducation.Inaddition,enablingstudentstoadvancethroughcurriculaattheirownpace,permittingthemtoplayanactiveroleinlearn-ingvs.passivelistenerroleisshowntobehighlymotivatingforalearner(Pres-sey1926;Skinner1958).Thefeedback,beingacorrectionandleadingorprompt-ingaplayertoacorrectresponseorbeingapositivereinforcementtostrengthentheresponsesinthefuture,seemstobeakeytolearning(Mory2004;Skinner1958;AlbersandGreer1991;Greer2002).Theconsequence,acomponentofthethree-termcontingencyoralearnunitiswhatefectsthebehaviourinthefuture.Theappropriateandimmediateconsequencebaseduponstudentbehaviour,whenproperlydeliveredwillincreasethelikelihoodoffuturecorrectrespondingtothesameorsimilarstimuli.Therefore,theintactlearnunits(LUs),completeanteced-ent–behaviour–consequences,shouldbetheaimofallinstruction,computerassistedornot.Theinterlockingthree-term-contingencyhasbeenaprovenmeasureofateacher(i.e.machine)–studentinteractionuponwhichalllearningisbasedinGreerandMcDonough(1999),AlbersandGreer(1991)andGreer(2002).
Therearemanyexamplesofseriousgamesthathavebeenproventobeefcientinachievingtheirgoalswhileprovidingafun,engagingandinformal,game-likeenvironment.Game-basedlearningandeducationalseriousgamescombinegamingandlearning,andareproventobeefectivewayofcomputer-aidedlearning(John-sonandJonassen1988;Squire2003).AstudybyKebritchietal.(2010)showedthatmodernmathematicscomputergameshavepositiveefectsonmathematicsachieve-mentandclassmotivation.Inanotherexample,theRe-Missionseriousgameallowsyoungpeoplewithcancertolearnaboutitanditstreatment(Bealeetal.2007).Asystematicandextensivereviewofseriousgames,withanemphasisonthepositiveaspectsofgamingonlearningandskillenhancement,hasbeenpresentedinworkby
13
J.Comput.Educ.(2019)6(1):117–141\
121
Connollyetal.(2012).Intheirpaper,theyshowedthatplayingcomputer(serious)gamescanhavemultiplepositivecognitive,behaviouralandmotivationalefects.AnotherstudybyAnnettaetal.(2009)showedthatsuchgamescanenhanceengage-mentandmotivationinchildrenwithlearningdifcultiesorattentiondisorders.
Another,closelyrelated,subcategoryofseriousgamesarethosemainlyusedforhealthtreatment.Theseseriousgamesarenotusedonlyfortreatmentofdiseases,butalsoforphysical,mental,andsocialwell-beingtreatments.Theseincludeobe-sity(Scarleetal.2011;Navarroetal.2017),phobias(Botellaetal.2011;Kwonetal.2013),diabetes(Fuchslocheretal.2011;NautaandSpil2011),autism(Hourcadeetal.2012;deUrturietal.2011;HulusicandPistoljevic2012)andmanyothers.AcompleteliteraturesurveyonseriousgamesforhealthcanbefoundinworkbyWat-tanasoontornetal.(2013),thatalsoclassifesthembygamepurpose,functionality,stageofdiseaseandbyplayer’swellnessandanalyseseachgamebasedondiferentfunctionalities.SeriousgamesforASDtreatmentaremainlyaimedatteachingbasicdevelopmentalskills,includingcommunication,socialbehaviourandconversation,imaginativeskills,sensoryintegration,emotionalexpressions,etc.(Hourcadeetal.2012;deUrturietal.2011;HulusicandPistoljevic2012,2013,2016;PistoljevicandHulusic2017).AnextensiveoverviewofseriousgamesfortreatmentofASD,alongwithaclassifcationaccordingtotechnologyplatform,computergraphics(2Dvs.3D),gamingaspectandinteractiontype,ispresentedbyZakarietal.(2014).
Finally,SmeetsandBus(2012)examinedwhetheranimatede-books,wheremotionpictures,sounds,backgroundmusicandinteractivelabelsareusedinsteadofstaticimagesandtext,aidwordlearningandstorycomprehensionbycompar-ingoutcomesforkindergartenersacrossfourexperimentalgroups:statice-books,animatede-books,interactiveanimatede-books,andacontrolgroupthatjustplayednon-literacycomputergames.Theyfoundthatchildrenacquiredmostvocabularyafterreadinginteractiveanimatede-books,followedbynon-interactiveanimatede-booksandthenstatice-books.
Beforethee?book
Thisworkpresentsthelatestversionofthe“WolfeWolf”series.Therewereseveralpredecessorsoftheinteractivee-bookpresentedinthispaper.Thefrstincarnationofthestorywasinaformofatheatreplay,initiatedbyEDUS—EducationforAllorganisationanddirectedbyBelmaLizdeKurt.Thescreenplayandthechildren’sbookstorylinewaswrittenbyFekete–Sullivan(2015).Theplaywasthencreatedinco-operationwiththeAparatTheatreandSARTR(SarajevoWarTheatre),andhasbeenperformedseveraltimesbychildrenactorswithandwithoutdevelopmentaldisorders,Fig.1.
ThesecondappearanceoftheWolfewasinahardcopychildrenbookwithtactilestimulationsandinteractiveelements(Fig.2).Thebookwasdesignedtoprovidemulti-sensorystimulationfor3–12-year-oldchildrenwithandwithoutdisabilitiesandtorein-forcecomprehensivedevelopmentandschoolreadinessskills.Thebookwasbilingual,designedinBosnian–Croatian–Serbian(BHS)andEnglishlanguages,andeachpagehadoptionsfordiscoverylearningandtactilesensationsinordertodrawandkeepchildren’s
13
\122 J.Comput.Educ.(2019)6(1):117–141
Fig.\1\3Ascenefromthetheatreplay
Fig.\2\3Children’sinteractionwiththeprintedbook
attention.Foryoungerlearnersorchildrenwithdevelopmentaldisorders,eachpageprovidedlearningnotonlythroughauditorystimulationofsomeonereadingtothem,butthroughfullsensoryexplorationlearningpereachpageaswell.OlderlearnerswithASDortypicallydevelopingchildrenwereabletoreadthestorybutalsotolearnwordsinasecondlanguage,sinceoneachpagetextwasprintedinbothBHSandEnglishlan-guagesasdirecttranslations.TheseobjectiveswereallalignedwiththeBosnia–Herze-govina(BH)educationalcurriculum.Detailsaboutallexpertsinvolvedinthecreationofthebookcanbefoundonthelastpageofthee-bookandcreditspageofthee-book.
“TheWolfinLove”e?book
AccordingtotheUNICEF-BHMICSSurvey,only56%ofchildreninBosniaandHer-zegovina,ofagessincebirththrough5yearsold,haveatleast3children’sbooksinthehouse(UNICEF-BH2013).However,intheworldtoday,digitalmediadominatechil-dren’slivesthroughwatchingTV,playingvideogames,readingstoriesthroughe-read-ers,tablets,andsmartphones.IntheUSA,thepercentofchildrenwithaccesstosome
13
J.Comput.Educ.(2019)6(1):117–141\
123
typeofsmartmobiledeviceathome(e.g.smartphone,tablet)hasjumpedfrom52to75%from2011to2013(Hollowayetal.2013).Seventy-twopercentofchildrenages0–8useamobiledeviceforsometypeofmediaactivitysuchasplayinggames(63%ofthetime),watchingvideos,usingapps,orreadingbooks(only30%ofthetime)(Hol-lowayetal.2013).Inaddition,astudybyPalaiologou(2016)showsthatinEngland,Luxemburg,GreeceandMalta,about80–90%ofthe3–5year-oldsregularlywatchTVprogramsorplaygamesalone.Videogamesinparticularprovideanidealmultimediatoolthatpresentsconceptsinawaythatareengaging,informal,andfunforchildren(RieberandNoah2008).Therefore,apotentialbeneftofeducationalvideogamesisthevalueofgeneratingengagementandmotivationtolearnforastudent(Bourgon-jonetal.2010).Newmultimediaandinteractivefeaturesoftheanimatedelectronicstorybookswerefoundsuperiorwhenitcomestovocabularyacquisitioninkindergar-tenscomparedtostatice-bookversionofthesametextinNetherlands(SmeetsandBus2014).Also,eye-trackingstudieshavedemonstratedthatchildrenfxatelongerondetailsinillustrationsthatarehighlightedinthetext(VerhallenandBus2011).Glen-burgandLangston(1992)demonstratedthatcomprehensionisbetterwhenthetextisfollowedbyillustrationaspictureshelptobuildmentalmodels.
Consideringallthis,aninteractivee-book,basedonthehardcopychildrenbook“TheWolfinLove”hasbeendesignedanddeveloped(HulusicandPistoljevic2016).Mainaimsofthee-bookweretoattractattentionofalearner;toengagehim/herbyfeaturesadditionaltothetextbeingreadintwolanguages,e.g.audiofeedbackoninter-activegameobjects(namingtheobjectormakingarelatedsound),andbyprovidingamultilayeredquestionsaboutthesceneorstoryread.Someareselectionresponding,justpointingtothecolouroroneoftheobjectsnamedinthescene,whileothersareabstractandinferencequestionslikeinterpretingthefeelingsofacharacterinascene.Theoveralleducationalgoalsofthegameareteachingchildrentoidentifytargetobjects(i.e.learnthevocabularyinnativeandforeignlanguage),1:1correspondenceorlearn-ingtocountobjectsfrom1to10,toidentifynumbers1–5,identifycolours,andrespondtoinferencequestions,Table1.Allthesearedevelopmentallyappropriateeducationalgoalsforchildreninearlychildhooddevelopmentalstage.Thedifcultyofquestionsalsochangesacrossquestionsoneachpagetoaccommodatediferentlevelsoflearners(youngorachildwithadisabilityvs.oldertypicallydevelopingchild),Table2.
Inordertoefcientlybalancethegamefowandavoidfrustrationand/orboredom,auserisallowedtoskiptothenextpagewithoutbeingforcedtoanswerthehigher-levelquestions.Inaddition,theorderofpredefnedanswersisrandomisedandmultipletar-getstimulifor“pointto”typeofquestionsareprovided.Thecartoon-like,low-fdelitygraphicsinthee-bookisusedbothbecausewewantedtopreservethesameauthoredgraphicsusedintheprintedbook,andsincechildrenareusedtothisgraphicsstylefromvariouschildrenbooksandcartoons.
Severalstudiesshowedthatwhendesigninganeducationalseriousgamelearningopportunitiesneedtobeintegratedwiththestorycontent,anarrativeneedstobebuilttosupportlearninggoalsandencourageplayerstodevelopemotionalconnectionwiththecharacters,sothattheywillbemotivatedforlearning(Kapp2012;Whyteetal.2015;Catalanoetal.2014).Indevelopingthise-book,closeattentionwaspaidtotheseguidelines.Weworkedwiththechildrenstorywritertocreatethemaincharacter,awolfwhofallsinloveandbecomesaboy,whilelearninggoalsofrecognisingcolours,
13
\124 J.Comput.Educ.(2019)6(1):117–141
Table\1\3Theeducationalgoalsweretoteachchildrentoidentifytargetobjects(i.e.learnthevocabu-lary),1:1correspondenceorlearningtocountobjectsfrom1to10,toidentifynumbers1–5,identifycolours,andrespondtoinferencequestions
Question
Educationalgoal
1
Selection-basedquestionalwayswithvariedantecedents(i.e.“pointto”,
“fnd”,“whereis”,“touch”)
2
1:1correspondencequestion,teachingchildrentocountobjects
3
Productionresponding,aninferencequestion,wherethechildreadsa
shorttextandmakesconclusionsbasedonthecomprehensionofthe
story
Table\2\3Questiondifcultylevelsshownperquestionandperpage,e.g.difcultylevelsofthethreequestionsonthefrstpagewere1,2and3,whileonthethirdpage,theywere1,3and3
Page
1
2
3
4
5
6
7
8
9
10
11
12
Levels
123
123
133
123
133
123
123
123
123
123
133
123
numbers,letters,counting,vocabularybuilding,etc.wereembeddedwithinthestory.Throughoutthestory,narratedbychildrenintwolanguages,playerscantogglethelan-guageofnarrationandgamequestions,andchoosewhethertohearanarratorortorelyonlyonthetext,andwhethertostartthegameportiononthepageortoonlyexploreembeddedinteractivefunctionswithinthestory.
E?bookdevelopment
Thee-bookwasdevelopedusingseveralwebtechnologies:HTML5,CSS3,JavaS-cript,jQueryandAJAX.Thesetechnologiesallowforeasy-to-use,real-timeinterac-tionthroughtheweb-basedfrontend.
Thereare13scenesinthebook,namedscene1.htmlthroughscene13.html,Fig.3.Bydefault,whenthee-bookisstarted,scene1.htmlisloaded.Allscenesaredisplayedthroughasinglefle,index.html.ThisisachievedthroughanavigationcontrollerthatloadsarequestedscenebyswitchingthecurrenthtmlcontentwiththecontentofthecorrespondingscenethroughAJAX,Fig.4.Atthesametime,JavaScriptmethodloadScene—resetstheglobalvariableswas_corrected—usedtoindicatethecorrection;andquestions_active—indicatingifthequestionsweretrig-gered.Atthispoint,theeventlistenerstakeoverandwaitfortheusertointeractwiththegame.
Allhtmlfleshaveeventlistenerswhichareresponsibleforthepageinteraction.index.htmlcontrolsthelogicforthequestionsandanswers,thelanguageselectionandforscenetraversal,Fig.4.Individualsceneflesareresponsiblefortheeventsateachparticularscene,e.g.playingthesounds,hidingandshowingtheelements,selectingthequestions,andinitiatingthecorrections.EachscenehasaLessele-mentpreprocessorwhichdefnesvisualappearance,sizes,positionsandefectsforthatpage.Ontopofthat,thereisanall.lessflewhichdefnesthegeneralpage
13
J.Comput.Educ.(2019)6(1):117–141\
125
Fig.\3\3Threescenesfromthee-book:scene2(left),scene6(middle)andscene10(right)
index.html
all.less
all.css
launchIntoFullscreen()
translate()
loadScene()
lang.js
detectOrientation()
systemsounds
setSceneSize()
mainsceneelement
answerSuccess()
placeholders
answerFailure()
refreshScore()
listeners
refreshFinalScore()
navigationcontroller
scene1.html
scene2.html
scene3.html
scene13.html
scene1.less
scene2.less
scene3.less
scene13.less
scene1.css
scene2.css
scene3.css
scene13.css
sceneimages
sceneimages
sceneimages
sceneimages
scenesounds
scenesounds
scenesounds
scenesounds
languagebutton
languagebutton
languagebutton
languagebutton
questionbutton
questionbutton
questionbutton
questionbutton
previousbutton
previousbutton
previousbutton
previousbutton
nextbutton
nextbutton
nextbutton
nextbutton
questionsplaceholder
questionsplaceholder
questionsplaceholder
questionsplaceholder
listeners
listeners
listeners
listeners
Fig.\4\3Aschematicviewofthegamestructure
appearanceincludingthelanguageandquestionbar(Fig.5),responsiveness,cor-rectionandanimations.Everythingintheapplicationthatcanbetranslatedhasitskeyinthelang.jsfle.Byclickingonthelanguageselectionbutton,themethodtranslate()iscalled.Themethodtranslatesallthesystemandlocalstringsthataredefnedforthecorrespondingscene.Thelanguagecanbeselectedattheopeningscene,andalsotoggledthroughoutthegame.Thisisanimportantfeaturethatfos-terslearningaforeignlanguage.
Eachscenecontainsthreequestions,ofwhichsomehavethreeprovidedanswers.Foreachsuchquestion,onlyoneofthem,withinitshtmlelementoftheclassanswer,ha
溫馨提示
- 1. 本站所有資源如無特殊說明,都需要本地電腦安裝OFFICE2007和PDF閱讀器。圖紙軟件為CAD,CAXA,PROE,UG,SolidWorks等.壓縮文件請下載最新的WinRAR軟件解壓。
- 2. 本站的文檔不包含任何第三方提供的附件圖紙等,如果需要附件,請聯(lián)系上傳者。文件的所有權(quán)益歸上傳用戶所有。
- 3. 本站RAR壓縮包中若帶圖紙,網(wǎng)頁內(nèi)容里面會有圖紙預覽,若沒有圖紙預覽就沒有圖紙。
- 4. 未經(jīng)權(quán)益所有人同意不得將文件中的內(nèi)容挪作商業(yè)或盈利用途。
- 5. 人人文庫網(wǎng)僅提供信息存儲空間,僅對用戶上傳內(nèi)容的表現(xiàn)方式做保護處理,對用戶上傳分享的文檔內(nèi)容本身不做任何修改或編輯,并不能對任何下載內(nèi)容負責。
- 6. 下載文件中如有侵權(quán)或不適當內(nèi)容,請與我們聯(lián)系,我們立即糾正。
- 7. 本站不保證下載資源的準確性、安全性和完整性, 同時也不承擔用戶因使用這些下載資源對自己和他人造成任何形式的傷害或損失。
最新文檔
- 2025年金融機構(gòu)間協(xié)議存款結(jié)算服務合同3篇
- 2025年度個人資產(chǎn)反擔保業(yè)務合同范本3篇
- 二零二五版旅游度假村客房租賃與管理服務協(xié)議4篇
- 二零二五年度門店合伙人員工招聘與培訓協(xié)議4篇
- 二零二五版門衛(wèi)人員夜間值班安全協(xié)議2篇
- 全國醫(yī)療機構(gòu)感染監(jiān)測網(wǎng) -2024全球感染預防與控制報告
- 新建農(nóng)溝施工方案
- 2025年度金融產(chǎn)品銷售會議服務合同范本3篇
- 二零二五年度智能倉儲物流系統(tǒng)開發(fā)與應用合同4篇
- 2025年度個人藝術(shù)品鑒定與評估合同書(專家團隊版)4篇
- 公共政策學-陳振明課件
- SHSG0522023年石油化工裝置工藝設計包(成套技術(shù))內(nèi)容規(guī)定
- 《運營管理》案例庫
- 醫(yī)院安全保衛(wèi)部署方案和管理制度
- 我的自我針灸記錄摘錄
- 中醫(yī)學-五臟-心-課件
- 《駱駝祥子》閱讀記錄卡
- 教育學原理完整版課件全套ppt教程(最新)
- 醫(yī)療安全不良事件報告培訓PPT培訓課件
- 膽管癌的護理查房
- 小學四年級奧數(shù)教程30講(經(jīng)典講解)
評論
0/150
提交評論