Bachelorarbeit, 2020
65 Seiten, Note: 85.0
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
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.
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.
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.
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
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.
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.
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.
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.
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.
Key terms include multimedia learning, autism spectrum disorder, game-based learning, Makaton, social skills, assistive technology, and special education.
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.
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.
Der GRIN Verlag hat sich seit 1998 auf die Veröffentlichung akademischer eBooks und Bücher spezialisiert. Der GRIN Verlag steht damit als erstes Unternehmen für User Generated Quality Content. Die Verlagsseiten GRIN.com, Hausarbeiten.de und Diplomarbeiten24 bieten für Hochschullehrer, Absolventen und Studenten die ideale Plattform, wissenschaftliche Texte wie Hausarbeiten, Referate, Bachelorarbeiten, Masterarbeiten, Diplomarbeiten, Dissertationen und wissenschaftliche Aufsätze einem breiten Publikum zu präsentieren.
Kostenfreie Veröffentlichung: Hausarbeit, Bachelorarbeit, Diplomarbeit, Dissertation, Masterarbeit, Interpretation oder Referat jetzt veröffentlichen!

