Change search
CiteExportLink to record
Permanent link

Direct link
Cite
Citation style
  • apa
  • ieee
  • modern-language-association-8th-edition
  • vancouver
  • Other style
More styles
Language
  • de-DE
  • en-GB
  • en-US
  • fi-FI
  • nn-NO
  • nn-NB
  • sv-SE
  • Other locale
More languages
Output format
  • html
  • text
  • asciidoc
  • rtf
A Mobile Game for Encouraging Active Listening among Deaf and Hard of Hearing People: Comparing the usage between mobile and desktop game
Blekinge Institute of Technology, Faculty of Computing, Department of Computer Science and Engineering.
Blekinge Institute of Technology, Faculty of Computing, Department of Computer Science and Engineering.
2015 (English)Independent thesis Advanced level (degree of Master (Two Years)), 20 credits / 30 HE creditsStudent thesis
Abstract [en]

Context. Daily active listening is important for the deaf and hard of hearing people (DHH) of their hearing rehabilitation, but the related hearing activities are usually not enough for them due to kinds of reasons. Although some traditional desktop computer-assisted tools were created for encouraging active listening, the usage rate is not high. Nowadays, mobile smart devices become more and more widely used and easily accessible all around the world. Game applications on these devices are good tools for training related activities. However, in the market, there are limited games designed for the DHH, especially aiming for engaging them in active listening. Therefore, such a game on mobile platform is the inspiration for increasing their everyday active listening.

Objective. In this study, an audio-based mobile game application called the Music Puzzle was to create on Android operating system, for encouraging the DHH in their active listening. With aim of making the game have good usability and engaging for real use, we were to evaluate the game and conduct experiments on its usage, to see if it could be more used than another traditional hearing game on desktop platform and bring greater amount active listening for the DHH.

Methods. In this study, overall, methods of literature review, game development, preliminary and evaluation experiments, as well as tracking study were used. In the development phase, interaction design theories and techniques was applied for assisting the design work. Android and Pure Data were employed for the software implementation work. In the evaluation phase, System Usability Scale (SUS) and Intrinsic Motivation Inventory (IMI) questionnaire were used for respectively testing the game usability and engagement. Then a four-week tracking study was conducted to acquire the usage data of the mobile game among the target group. Afterwards, the data was collected and compared with the usage data of the desktop game using statistical method of paired sample t-test.

Results. From the preliminary experiments results, most of the participants reported their enjoyment with playing Music Puzzle and willingness to use it. Subsequent experiment gave good results on the game usability and engagement. The final tracking study shows that most participants activated and played Music Puzzle during the given time period. Compared with the desktop game, the DHH spent significantly greater amount of time on playing the mobile game.

Conclusion. The study indicates that the Music Puzzle has good usability and it is engaging. Compared with the desktop game, The Music Puzzle mobile game is a more effective tool for encouraging and increasing the amount of active listening time among the DHH people in their everyday life. 

Place, publisher, year, edition, pages
2015. , p. 52
Keywords [en]
Android audio-based game, interactive system design, active listening, mobile game
National Category
Computer Sciences
Identifiers
URN: urn:nbn:se:bth-10500OAI: oai:DiVA.org:bth-10500DiVA, id: diva2:847306
External cooperation
Department of Speech, Music and Hearing at KTH Royal Institute of Technology
Subject / course
DV2512 Master's Thesis in Computer Science (120 credits)
Educational program
DVAST Master of Science Programme in Design, Interaction and Game Technologies
Supervisors
Examiners
Available from: 2015-08-31 Created: 2015-08-19 Last updated: 2018-01-11Bibliographically approved

Open Access in DiVA

fulltext(1281 kB)1511 downloads
File information
File name FULLTEXT02.pdfFile size 1281 kBChecksum SHA-512
43bf5cd1c012c268f2760c99be6a904c15a8d35b9647ab837ae28f29dc831a571dea50e03ee4391dce14ba53b0ce38a5b436f7fd6a15f0c6d7e7c90db6cdeb27
Type fulltextMimetype application/pdf

By organisation
Department of Computer Science and Engineering
Computer Sciences

Search outside of DiVA

GoogleGoogle Scholar
Total: 1511 downloads
The number of downloads is the sum of all downloads of full texts. It may include eg previous versions that are now no longer available

urn-nbn

Altmetric score

urn-nbn
Total: 946 hits
CiteExportLink to record
Permanent link

Direct link
Cite
Citation style
  • apa
  • ieee
  • modern-language-association-8th-edition
  • vancouver
  • Other style
More styles
Language
  • de-DE
  • en-GB
  • en-US
  • fi-FI
  • nn-NO
  • nn-NB
  • sv-SE
  • Other locale
More languages
Output format
  • html
  • text
  • asciidoc
  • rtf