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Motion-based adaptable playful learning experiences for children with motor and mental disabilities
Start date: Dec 1, 2012,

According to some statistics, about 5-7% of the population worldwide have some form of Motor Disability (MD) or Intellectual Disability (ID), which in turn induce strong Learning Disabilities (LDs). Figures state that, among disabled children, 27% drop out of high school. Therapists and teachers in schools design learning tasks that can be performed either in isolation but mainly in cooperation with them for helping children with LDs learn how to perform– in particular those related to fundamental human activities (e.g. movement, self-expression, communication, socialization). Unfortunately, in this learning process, parents do not often participate because they are not trained to support their children at home. Since many years, technology enhanced learning games have been used in special needs education is evident. Recently, various groups, like the M4All partner organisations investigate how the novel interactive technologies such as motion detection and gesture technologies (e.g. Kinect platform) can be used in this domain. Thus, the M4ALL project aims to design, develop and deploy new types of Playful Educational Experiences for children with motor and intellectual disabilities in partnership with domain experts (medical doctors, therapists, special educators, caregivers), children and parents, that will integrate the two paradigms of game-based learning and motion-based interaction. Also it aims to train therapists and school teachers as well as parents on how to use them effectively for cooperative learning activities that can be performed at a medical center, school or even at home. Thus, blended training material and events on how to be used will be created. Because each disabled child is unique, M4ALL games will offer customization capabilities to enable caregivers to adapt the gaming experience to the individual requirement. Wide dissemination of this innovative project with high social value will be performed using various mechanisms and media.
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  •   399 918,00
  • Education and training\Life long learning (2007-2013)\DEVELOPMENT OF INNOVATIVE ICT-BASED CONTENT, SERVICES, PEDAGOGIES AND PRACTICE FOR LIFELONG LEARNING (KEY ACTIVITY 3)\Multilateral projects
  • Project on ERASMUS Platform

6 Partners Participants