Does a handheld gaming device make an effective assistive technology tool?

Authors: Pulman, A.

Conference: ALT-C 2007

Dates: 3-6 September 2007

Abstract:

Medical personnel need to have the ability to quickly calculate measures on drugs rounds and in other areas of their role. Students entering health and social care with poor numeracy skill levels have previously been flagged as a concern by both Institute of Health & Community Studies (IHCS) academics and also in contemporary research (Gillham and Chu, 1995). Any tool that may help to improve skill levels is therefore viewed as extremely beneficial.

Potential educational uses for handheld gaming devices like the Nintendo DS Lite and Sony PlayStation Portable have become increasingly apparent with the possibilities of access to mobile devices containing software for educational improvement encompassing many different disciplines.

This paper describes the evaluation of an innovative TechDis Higher Education Assistive Technology (HEAT) project investigating the use of the Nintendo DS Lite and Brain Training software package as an assistive technology tool for students from IHCS requiring help with numeracy during the autumn term of 2006. It provides an overview of using mobile devices within a higher education environment and seeks to raise awareness of some of the possibilities that can be created for students and staff.

https://eprints.bournemouth.ac.uk/5733/

http://www.alt.ac.uk/altc2007/timetable/abstract.php?abstract_id=1059

Source: Manual

Preferred by: Andy Pulman

Does a handheld gaming device make an effective assistive technology tool?

Authors: Pulman, A.

Conference: ALT-C 2007

Abstract:

Medical personnel need to have the ability to quickly calculate measures on drugs rounds and in other areas of their role. Students entering health and social care with poor numeracy skill levels have previously been flagged as a concern by both Institute of Health & Community Studies (IHCS) academics and also in contemporary research (Gillham and Chu, 1995). Any tool that may help to improve skill levels is therefore viewed as extremely beneficial.

Potential educational uses for handheld gaming devices like the Nintendo DS Lite and Sony PlayStation Portable have become increasingly apparent with the possibilities of access to mobile devices containing software for educational improvement encompassing many different disciplines.

This paper describes the evaluation of an innovative TechDis Higher Education Assistive Technology (HEAT) project investigating the use of the Nintendo DS Lite and Brain Training software package as an assistive technology tool for students from IHCS requiring help with numeracy during the autumn term of 2006. It provides an overview of using mobile devices within a higher education environment and seeks to raise awareness of some of the possibilities that can be created for students and staff.

https://eprints.bournemouth.ac.uk/5733/

http://www.alt.ac.uk/altc2007/timetable/abstract.php?abstract_id=1059

Source: BURO EPrints