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International Journal of Conceptions on Computing and Information Technology

Vol. 3, Issue. 3, October’ 2015; ISSN: 2345 - 9808

Guide Tristan
A Mobile Interactive Speech-Language Game Using Rule Based for Childrens with Special
Needs

Mark Louijay S Perez, Abraham Joseph C Ramas, Lester Eric P Panlilio, Dennis B Gonzales
Jayson Cabotage and Jennie M Bigomia University of the East
Dept.of Computer Science Manila, Philippines
New Era University dbgonzales33@gmail.com
Quezon City, Philippines
{marklouijay_perez, ramasaj23, lepanlilio, jayson_felix015}@yahoo.com and
jennieembigomia@gmail.com

Abstract— Technology nowadays are very advance, people can the games that are used for this purpose have been designed
have their own gadgets for example smart phones, tablets and with the idea of achieving learning outcomes. Some benefits of
laptops we can now go anywhere with this portable gadgets and using Game-Based Learning are get students attention, students
have access to internet wherever we go especially we can also get a positive experience about learning, rememorize concepts
play games for fun. Games can enhance our creativity, language, or facts, reinforce and consolidate knowledge in a friendly
math skills, thinking, improving hand eye coordination and many environment and understand the consequences of our
more however many children nowadays have their own gadgets choices[2].
and they loved playing games in this portable devices. Games
especially educational can be beneficial to children with special Game-Based Learning using mobile is applicable for
needs because it helps them to enhance communication, open the Children with Special Needs, children with special needs or
world in a positive way and help with language and verbal skills. special children are people with autism, down syndrome,
The aim of this research is to help children with special needs to dyslexia, blindness, ADHD (Attention Deficit Hyperactivity
enhance their communication, learning and knowledge skills by Disorder), or cystic fibrosis. They have mild learning
developing educational game using Rule Base one of the disabilities, difficulties in communication, behavioral problems
structures of Expert System. and speech language problems. The researchers must develop a
educational mobile game for children with special needs to
Keywords- educational games; mobile learning; children with
help them, children love playing games in computer or mobile
special needs; rule based; expert system;
so by the use of this application we can gave the fun that they
want and most of all the knowledge. The application is called
I. INTRODUCTION Guide Tristan in which the user guide the character Tristan to
The use of mobile phones have many advantages on our complete his missions each stages and levels, we can guide
daily lives we can call, text or send text messages, access Tristan by answering questions that relates in Math, Science,
internet and playing games, taking some pictures and videos History and etc. The application has Rule-Based one of the
anywhere we go and many more. Mobile phones are now structures of ES (Expert System) for the decisions of the main
advanced through its functionalities and specifications unlike character of the game Tristan. The advantages of this game for
of its humble beginnings, the first mobile telephones are wired Children with Special Needs are academic assistance, help with
and the first hand-held cell phone was demonstrated by John language/verbal skills, behavior management, vision,
F. Mitchell and Martin Cooper of Motorola in 1973, using a memorization and sensory needs.
handset weighing around 4.4 pounds (2 kg)[1]. Through the A. Statement of the Problem
evolution of mobile phones we saw how it changes because of
our modern technology now mobile phones has many use Children with Special Needs are people with autism,
unlike before, the functions are just call and send text down syndrome, dyslexia, ADHD, or cystic fibrosis[3].
messages Majority of them have problem with communication, language
and verbal skills[4]. This people must help and guide to
One of the amazing uses of mobile phones nowadays are enhance their learning skills through education. They earn
games that gives excitement and fun for the users. Because of learning in school but how about if their outside of school?
the popularity of mobile games mobiles are not completed if What if they were at home? The technology nowadays is
there’s no games installed. There are different kinds of mobile- advance, by the use of modern technology we can help them
based games action, adventure, card, RPG’s, sports, strategy to learn more.
and especially Game-Based Learning(GBL) the learning
method of using games while teaching a subject. It means that

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International Journal of Conceptions on Computing and Information Technology
Vol. 3, Issue. 3, October’ 2015; ISSN: 2345 - 9808

B. Objectives is a serious consideration for all schools. Thus, although


computer technology has the potential to act as an equalizer by
The following objectives of this research are: freeing many students from their disabilities, the barriers of
1. Use modern technology to help Children with Special inadequate training and cost must first be overcome before
Needs. more widespread use can become a reality[10]. (USE OF
COMPUTER TECHNOLOGY TO HELP STUDENTS
2. To enhance their learning skills, communication skills, WITH SPECIAL NEEDS by Ted S. Hasselbring and
memorization, visualization and knowledge by the use of Candyce H. Williams Glaser)
educational game using mobile.
In this paper, we describe an in situ study that examined
3. For children have fun playing while learning. the diverse design features and effects of three pre-algebra
4. To open the world for them in a positive way. games for middle school children who have either challenges
with learning or different language backgrounds. Data were
5. To help parents teaching their children with special needs. collected through in-field observation, artifact analysis, school
C. Significance of Study performance report and knowledge test during 15 one-hour
gaming sessions over a period of 3 weeks. A list of key design
The findings of this study is for the benefits of kids with features related to creating engagement and learning for
special needs for example children with autism that has students with special learning needs emerged from the data.
difficulties in social interaction and communication. Kids with The findings and discussions will inform educational designers
down syndrome have trouble learning and are slower to learn, and practitioners on successful educational game design and
dyslexia that has affect the way information is learned and implementation for learners with diverse characteristics and
processed. The style of educational game that researchers will needs[11].(Games for engaged learning of middle school
develop has kind of stuff that enhancing the different kinds of children with special learning needs by Fengfeng Ke and
difficulties mentioned above. Tatiana Abras)
D. Scope and Limitation
III. CONCEPTUAL FRAMEWORK
This game “Guide Tristan” is just only in mobile. It
teaches only basic education for kids with special needs like The system will run as you seen in figure below, user will
basics in math, english, science, history, etc. The researchers input some data by the use of answering questions and etc.
knows that there are genius special children but there are no The system will process data and outputs information or
lessons in this application that suitable in their level, this knowledge.
application teaches just basic.

II. RELATED WORKS


Millions of students across the United States cannot
benefit fully from a traditional educational program because
they have a disability that impairs their ability to participate in
a typical classroom environment. For these students,
computer-based technologies can play an especially important
role. Not only can computer technology facilitate a broader
Figure 3
range of educational activities to meet a variety of needs for
students with mild learning disorders, but adaptive technology
now exists than can enable even those students with severe IV. METHODOLOGY
disabilities to become active learners in the classroom In this research the researchers will use Rule Based one of
alongside their peers who do not have disabilities. This article the structures of ES. Expert System is an Intelligent System
provides an overview of the role computer technology can that emulates the decision making ability of a human
play in promoting the education of children with special needs expert[5], it has several structures and this are the rule base,
within the regular classroom. For example, use of computer working memory, inference engine, user interference,
technology for word processing, communication, research, and knowledge base editor and explanation system. The
multimedia projects can help the three million students with researchers will be focused on Rule Base because this is the
specific learning and emotional disorders keep up with their ES structure that we will use for our research. Rule base stores
nondisabled peers. Computer technology has also enhanced knowledge as rules, knowledge represented in rules having the
the development of sophisticated devices that can assist the form:
two million students with more severe disabilities in
overcoming a wide range of limitations that hinder classroom IF <condition> THEN <conclusion>
participation––from speech and hearing impairments to This knowledge has two parts the left hand side is called
blindness and severe physical disabilities. However, many the antecedent and the right hand side is called the consequent.
teachers are not adequately trained on how to use technology For example:
effectively in their classrooms, and the cost of the technology

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International Journal of Conceptions on Computing and Information Technology
Vol. 3, Issue. 3, October’ 2015; ISSN: 2345 - 9808

IF raining THEN advice is “bring an umbrella”


A rule can have more than one proposition on its
antecedent or consequence[6].
IF you have sick AND you have a class THEN advice is “don’t
attend”.
By the use of Rule Base Expert System it will help the
decision makings for the character Tristan.
Figure 2. Prevalence of Children with Special Health Care Needs: Age
V. RESULTS
If the graph in fig. 1 in results section says that 60% of
A research by Michael Cohen group said that 60% of kids children uses portable devices for playing while in this graph
play on a touch screen gadgets often while 38% play very said that children with special needs ages 0 – 11 is 21%. So we
often. Gadgets become the most popular toy of kids[7]. This have no problem to bring the game to the kids especially
proves that many childrens has portable gadgets. children with special needs because according to the research
of Michael Cohen and his group 60% of children uses portable
gadgets for playing.

VIII. CONCLUSION
Now we have concluded that modern technologies has
many advantages on our daily lives, because of this
technologies our works become easier but this are not just the
purpose of modernization, gaining knowledge and creating
something new for those who are in need are also included.
We’re not saying because of this application where they can
Figure 1. Frequence of Play Type gain knowledge means they will not attending their classes in
school anymore, the reason why the researchers conduct this
research or study is to help kids with special needs to learn
VI. ASSUMPTIONS
more.
Some children with special needs are not comfortable in the
school environment because of their condition. By the use of REFERENCES
technology we can help those kids to learn even though they
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http://www.educatornetwork.com/HotTopics/gamesbasedlearning/benefi
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kind of students. Because of this portable devices wherever
[3] “Special Needs,” https://en.wikipedia.org/wiki/Special_needs
they go while playing this stuff they learn compare to
[4] S.McGee, “Downloadble Games for Special Needs Children,”
traditional way of learning that goes to school in a 4 to 5 hours http://kids.lovetoknow.com/wiki/Downloadable_Games_for_Special_Ne
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[5] “Expert System,” https://en.wikipedia.org/wiki/Expert_system
VII. DISCUSSIONS [6] ICT619 Intelligent Systems Topic 2: Expert Systems
According to The National Survey of Children with [7] Elena, “Kids & Gadget: Development or Disaster?”
http://www.freemake.com/blog/kids-and-gadgets/
Special Health Care Needs in United States the percentage of
[8] The National Survey of Children with Special Health Care Needs in
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11 is 14.6% see the graph below[8]. difficulty
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SPECIAL NEEDS by Ted S. Hasselbring and Candyce H. Williams
Glaser http://familiestogetherinc.com/wp-
content/uploads/2011/08/COMPUTERTECHNEEDS.pdf
[11] Games for engaged learning of middle school children with special
learning needs by Fengfeng Ke and Tatiana Abras
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8535.2012.01326.x/abstract

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