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Gamification and Behaviour Recognition in Literacy Assessments for Sub-Saharan African Communities

Domain:

education

Record type:

software
Creator:
Oli
Editor:
Fac
Publisher:
Uni
Host:avatar
Os países da África Subsariana apresentam taxas de literacia juvenil e adulta mais baixas do que qualquer outra região do mundo, sobretudo realizadas por smartphones. Simultaneamente, tem liderado o crescimento de comunicações móveis a nível mundial. Nesse sentido, os dispositivos móveis podem assumir um papel fundamental no controlo da literacia desta região africana. O propósito desta dissertação é desenvolver uma aplicação móvel para avaliar e monitorizar o grau de literacia de crianças e adultos das comunidades subsarianas. Neste âmbito, a avaliação deve ser realizada sem a necessidade de ser executada por alguém especializado na área, através de testes uniformizados e, ao mesmo tempo, cativantes. De forma a conseguir envolver o utilizador, pretende-se recorrer a técnicas degamification. Durante o processo de avaliação de literacia, comportamentos específicos de interação com a aplicação poderão ocorrer por parte do utilizador. Através desses mesmos comportamentos, a aplicação pode identificar e analisar o perfil do utilizador, permitindo que a interface e usabilidade se ajustem conforme esses mesmos aspetos. Assim, esta ferramenta destaca-se dos tradicionais testes de literacia baseados em papel e caneta. A solução passa por, inicialmente, realizar uma revisão bibliográfica que cubra essencialmente as diferentes ferramentas e testes de diagnóstico de literacia existentes, que estude a interação pessoa-computador para utilizadores africanos com baixo nível de literacia, assim como técnicas degamification e interfaces adaptativas em dispositivos móveis. A aplicação será desenvolvida segundo um processo iterativo de desenho centrado no utilizador. Assim, depois de definida uma estratégia inicial, iteram-se as etapas de análise e especificação de requisitos, desenho conceptual e avaliação, até se encontrar o resultado final. Devido a restrições geográficas, primeiramente foram realizadas três sessões de testes em Portugal, participando utilizadores com idades compreendidas entre os seis e os doze anos, com diferentes níveis de conhecimento da língua inglesa bem como diferentes tipos de contacto com dispositivos móveis. Os resultados revelam eficácia nas técnicas de gamification aplicadas à literacia de modo a oferecer uma experiência cativante ao utilizador e ainda resultados prometedores sobre as interfaces adaptáveis. É expectável que esta ferramenta contribua para a melhoria da taxa de literacia na África Subsariana, permitindo a professores e voluntários diagnosticarem e acompanharem facilmente o grau de literacia nessas regiões. Espera-se também despertar nos membros das comunidades o espírito de entreajuda para o combate ao baixo nível de literacia existente nas suas áreas de residência. Palavras chave: sistemas de avaliação de literacia, ludificação na literacia, reconhecimento de comportamento do utilizador, desenho centrado no utilizador, interfaces adaptativas, comunidades subsarianas Sub-Saharan African countries present the lowest adult and youth literacy rates in the world. Simultaneously, they have led the growth of mobile communications worldwide, mainly done by smartphones. In this sense, mobile devices can play a crucial role in monitoring the literacy of this African region. The purpose of this dissertation is to develop a mobile application to assess and monitor the degree of literacy of children and adults in sub-Saharan communities. In this context, the evaluation should be realized without the need to be performed by an individual specialized in the area, and using standardized and at the same time captivating tests. In order to keep the user committed and engaged to the process, it is intended to use gamification techniques. During the literacy assessment process, specific behaviours of the user interacting with the application may occur. Through these same behaviours, the application may identify and analyse the user profile, allowing the interface and usability aspects to be adjusted based on these aspects. Thus, this tool stands out from traditional literacy tests based on pen-and-paper. The solution consists, initially, in conducting a literature review that covers the different tools and literacy assessment tests, the human-computer interaction for African users with low literacy rates, as well as gamification techniques and adaptive interfaces on mobile devices. The application will be developed according to an iterative process of user-centred design. Thus, after defining an initial strategy, iterations are expected through the processes of analysis and requirements specification, conceptual design and evaluation, until a final result is obtained. Due to geographical constraints, three first sessions of tests were conducted in Portugal, participating users aged between seven and twelve years old, having distinct levels of knowledge of the English language and different types of contact with mobile devices. The results show the efficacy of gamifying literacy in order to provide a captivating experience to the users and promising results about the adaptive interface. It is expected that this tool will help improve the literacy rate in sub-Saharan Africa, enabling teachers and volunteers to diagnose and easily monitor the degree of literacy in these regions. It is also expected that it will stimulate the spirit of mutual help among community members, therefore, combating low level literacy in their home areas. Keywords: literacy assessment systems, gamification of literacy, user behaviour recognition, user-centred design, adaptive interfaces, sub-Saharan Africa communities

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FOS: Electrical engineering, electronic engineering, information engineering

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