Abstract
There are few studies addressing technological solutions to be applicable in physical education in an online learning context. We observe that games proposed in literature use expensive devices such as motion sensors, requiring players’ physical presence. This context requires games be accessible and affordable considering the participation of students with disability. This article proposes the design and development of a mobile exergaming, named VeeMo. Our solution is based on Universal Design principles and Accessibility Design Guidelines. We characterize participants’ experiences, focusing on viability, usability and accessibility from the perspective of kindergarten children in the context of online physical education learning. Our design methodology considered how promoting physical activity and inclusiveness among kindergarten students. In particular, our design explored wearable artifacts to address vibrational feedbacks. Our results contribute to the development of inclusive technology for young children. Our findings present relevant implications for the promotion of physical activity and social inclusion in early childhood education. The application has potential to be a useful technological tool for physical education, suggesting that the application is accessible, universal and reliable to distinct learning contexts.
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Doro Peres, S.B., dos Reis, J.C. (2023). VeeMo: An Universal Exergame for Kindergarten. In: Antona, M., Stephanidis, C. (eds) Universal Access in Human-Computer Interaction. HCII 2023. Lecture Notes in Computer Science, vol 14021. Springer, Cham. https://doi.org/10.1007/978-3-031-35897-5_19
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DOI: https://doi.org/10.1007/978-3-031-35897-5_19
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