Literacy skill is an essential element in promoting the educational outcomes and social participation of students with disabilities. A variety of apps that are effective in teaching students with disabilities have been launched and are being used effectively. This study investigates literacy instruction apps for children with disabilities to enhance the possibility of future app development and educational application. 7 iOS-based apps, 7 android-based apps, 14 apps in total were analyzed, and assessed by program category, learning objectives, and evaluation criteria. In addition to analysis results, implications of research and implications for app selection were suggested.
목차
ABSTRACT 1. Introduction 1.1 The need for app-based learning 1.2 Advantages of educational apps for students with disabilities 1.3 Need for analysis of literacy instruction apps and research issues 2. Research method 2.1. Program analysis criteria 2.2 Reliability 3. Research results 3.1 Program criteria 3.2 Program learning goal 3.3 Analysis according to evaluation criteria 4. Conclusion and discussion 감사의 글 References
1. 게임산업을 활성화 하고,
2. 게임기술과 기술 인력을 양산할 수 있도록 교육기관의 교과과정을 개발하고,
3. 관련기술에 대한 연구발표회, 강연회, 강습회 등을 개최하며,
4. 학회지, 논문지 및 관련 문헌을 발간하고,
5. 게임 기술 개발을 위한 국제화, 표준화 등을 지원하고,
6. 산.학.연.관이 협동할 수 있는 국제적 학술교류 및 협력을 지원하고,
7. 회원 상호간의 공동 이익과 친목을 증진시킨다.
간행물
간행물명
컴퓨터게임및콘텐츠논문지(구 한국컴퓨터게임학회논문지) [Journal of Computer Games and Contents]
간기
월간
pISSN
3091-7409
eISSN
3092-3638
수록기간
2002~2026
등재여부
KCI 등재
십진분류
KDC 691DDC 793
이 권호 내 다른 논문 / 컴퓨터게임및콘텐츠논문지(구 한국컴퓨터게임학회논문지) 제30권 제3호