This study aimed to explore the prospect of utilizing multimedia learning platform as a tool to mitigate learning disabilities of children with disabilities in the Accelerating Minor’s Opportunity for Recovery (AMOR) Village in Anao, Tarlac. For this research, children with Autism with mental ages of 7 years old were the sample population, in which interactive learning games via android devices were implemented parallel to their original special education curriculum. The specially developed system integrated the Makaton Technique, a popular manual learning method that utilizes pictures and words to help children develop communication and social skills. A pre-test was first done to gather valuable information about the children inside the institution, and to assess the skills that teachers may have wanted for the game to target. The gathered data revealed that many of the employees of the DSWD Amor Village were open to integrating learning in multimedia platform and has commented that social skills and communication skills were among the skills the children need help on. After gathering these data, the game was designed using Adobe Flash, adapting the Makaton and the suggestions of the social workers. In the implementation of the 2-week program, a qualitative data analysis showed that listening skills and social interaction skills were continually progressing for the PWAs. A staggering jump from 1 being not skilled to 3 being averagely skilled were prominent in the gathered data. In terms of overall communication skills, the response was quite stagnant. This showed that there are gaps to be filled in the developed interactive game. Nonetheless this approach has made it possible for this sector to understand the value of technology, specifically multimedia arts, and how it can affect growth and development and cater to these group of people.
Table of Contents
Chapter 1: INTRODUCTION
1.1 Background of the Study
1.2 Statement of the Problem
1.3 Research Assumptions
1.4 Objectives of the Study
1.5 Significance of the Study
1.6 Scope and Limitation
1.7 Definition of Terms
Chapter 2: REVIEW OF RELATED LITERATURE
2.1 Aesthetics
2.1.1 Educational Game Concept
2.1.2. 2D Animation
2.1.3. Aesthetics in Game Development for Computer-based Interventions
2.2 Communication Theory and Multimedia Learning
2.2.1 Information Processing
2.2.2. Multiple Channels for Learning
2.2.3. Learning through Multimedia
2.3 Autism and Technology
2.3.1 Applied Behavior Analysis
2.3.2 Discrete Trial Teaching (DTT)
2.3.3 Picture Exchange Communication System (PECS)
2.3.4 Training and Education of Autistic Children
2.3.5 Game Design in Interactive Games for Children with Autism
Chapter 3: RESEARCH FRAMEWORK
3.1 Theoretical Framework
3.1.1 Game Theory
3.1.2 Game-based Learning
3.1.3 Makaton Technique
3.1.4 Implementation with Special Ed. Curricula
3.2 Discussion
3.3 Conceptual Framework
3.4 Justification of the Study
3.5 Synthesis
CHAPTER 4: Methodology
4.1 Design and Development
4.1.1 Qualitative Literature Review
4.1.2 Design Process
4.1.3 Material Exploration
4.2 Budgetary Requirements
4.3 Gantt Chart
4.4 Research Design
4.5 Research Instruments
4.6 Sampling and Population
4.7 Research Respondents
4.8 Data Collection Procedure
4.9 Analysis & Interpretation
4.10 Ethical Considerations
CHAPTER 5: Research Findings
5.1 Pre-Implementation Interview
5.1.1 Traditional Learning Tools
5.1.2 Staff Response and Receptivity for Multimedia Approach
5.1.3 Aspect-Focus of Interactive Game
5.2 Post-Implementation Assessment
5.3 Comparative Analysis of Traditional vs. Alternative
5.3.1 Accessibility
5.3.2 Effectivity
5.3.3 Ease of Use
5.3.4 Points of Improvement
CHAPTER 6: Conclusion and Recommendations
6.1 Conclusion
6.2 Recommendation
6.3 Theoretical Analysis
Research Objectives and Core Topics
The primary objective of this study is to investigate the efficacy of an interactive multimedia learning platform in improving the communication, social, and listening skills of children with autism at the DSWD Amor Village, integrating manual techniques like the Makaton method into a digital, game-based environment.
- Multimedia-based learning interventions for children with autism.
- Integration of the Makaton Technique into 2D animation and interactive game design.
- Qualitative assessment of skill development in communication and social interaction.
- Comparison of traditional special education tools versus interactive digital alternatives.
- Addressing the technical and educational requirements for special children in a Philippine institutional context.
Excerpt from the Book
1.1. Background of the Study
Autism is a pervasive developmental disorder of early childhood characterized by impaired social learning and communication; restricted interests, activities and learning; diminished imaginative thought; and stereo or repetitive nonfunctional movements or verbal realizations. According to medical science, the onset of such impairment is before the age of three. While symptoms can vary greatly during the years of onset, it is specifically linked to intellectual retardation. (The Cambridge-dictionary-of-Psychology.pdf, page 68)
Autism is common disorder that affects many children and adults worldwide. However, a wide range of research has been conducted in this area to offer suitable approaches, such as treatment and education to help children and adults who suffer from Autism. Learning thru digital world nowadays is easy but teaching children with autism would require a different and more innovative method. Making an interactive animation for the children can aid Special Education teachers to better help children with autism to understand on what they are learning (Zimmerman, 2011).
On that note, many have delved on the tactics to ensure effective learning. These treatments and educational approaches have been developed to help cope with Autism, of which two developed in the United State of America have found wide application: The Picture Exchange Communication System (PECS) and the Treatment and Education of Autistic and Music and Art Therapy Program (MATP) for Persons with Disability specifically with Autism Spectrum Disorder (Service Manual and Session Guide of DSWD 2015 page 45). These two programs are now extensively implemented worldwide. Children and adults who have Autism will be affected in many areas like being the ability to communicate. Some children will learn to communicate slowly throughout their lives on the other extreme, some may never be able to talk.
Summary of Chapters
Chapter 1: INTRODUCTION: Outlines the prevalence of autism, the necessity for innovative learning approaches, and the research problem regarding multimedia implementation at DSWD Amor Village.
Chapter 2: REVIEW OF RELATED LITERATURE: Explores theories on multimedia learning, educational game concepts, and established interventions like ABA, DTT, PECS, and TEACCH for children with autism.
Chapter 3: RESEARCH FRAMEWORK: Defines the theoretical foundation, including Game Theory and the Makaton Technique, and presents the conceptual framework for the study.
CHAPTER 4: Methodology: Details the qualitative research approach, the game design and development process, instrumentation, and ethical considerations in the village setting.
CHAPTER 5: Research Findings: Presents data from pre- and post-implementation interviews and assessments, highlighting the progress in listening and social interaction skills.
CHAPTER 6: Conclusion and Recommendations: Summarizes the study's impact on skill development, discusses limitations such as sample age and implementation duration, and suggests future research directions.
Keywords
multimedia learning platform, interactive learning, autism, Down’s syndrome, social skills, communication, Makaton, 2D animation, game-based learning, SPED, behavioral analysis, DSWD Amor Village, assistive technology, cognitive load, education
Frequently Asked Questions
What is the core focus of this research?
The research explores the potential of utilizing interactive, 2D-animated multimedia games as a supplementary educational tool to improve communication and social skills for children with autism at the DSWD Amor Village.
What are the primary thematic areas explored in the study?
The study bridges the gap between technology and traditional special education by examining multimedia learning theory, the Makaton technique, and the design of serious games for neurodivergent children.
What is the main objective or research question?
The study aims to determine if an interactive game can help students at the DSWD Amor Village develop social, listening, and communication skills more effectively than manual approaches alone.
Which scientific methods were applied?
The researcher employed a qualitative approach, using phenomenological methods, pre-implementation interviews with staff, and a two-week pilot study involving post-implementation assessment forms for tracking progress.
What topics does the main body cover?
The main body covers a comprehensive review of educational theories (Mayer’s Multimedia Theory, Cognitive Load), existing autism interventions (PECS, DTT, MATP), design methodologies, and an analysis of observed student progress.
Which keywords characterize this work?
Key terms include multimedia learning, autism spectrum disorder, game-based learning, Makaton, social skills, assistive technology, and special education.
How were the specific needs of children at Amor Village identified?
Needs were identified through pre-implementation interviews with social workers, psychometricians, and special education teachers at the institution to ensure the game design was tailor-fitted to their current curriculum.
What specific impact did the game have on the children after two weeks?
Data showed a significant upward trend in listening skills and social interaction skills, with many children moving from "not skilled" to "average skill" levels during the two-week timeframe.
- Citar trabajo
- Roland Paulo Domingo (Autor), 2020, Development of an Interactive Game Employing Social Learning Skills Based on the Needs of Special Children of DSWD Amor Village, Múnich, GRIN Verlag, https://www.grin.com/document/516610