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WALS Online Resources for British Sign Language
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: Max Planck Institute for Evolutionary Anthropology, 2021
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Glottolog 4.4 Resources for British Sign Language
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: Max Planck Institute for Evolutionary Anthropology, 2021
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Mitigating institutional attitudes toward sign languages: A model for language vitality surveys
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Disadvantage and marginalisation in special education systems for deaf students in India, Ghana, and Uganda: A comparative analysis
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Tracking learning with primary school children in a deaf school in India
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The reverse curriculum: Game-led design for accessible learning
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Deaf Capabilities in the Global South: Reflections on sign languages and steps towards emancipation
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Deaf peer tutors' decision-making when teaching multiliteracies to deaf learners in India, Uganda and Ghana
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Capacity building for professionalising the roles of deaf sign language users in deaf education
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Using Serious Games for Learning British Sign Language Combining Video, Enhanced Interactivity, and VR Technology
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Abstract:
One in every six persons in the UK suffers a hearing loss, either as a condition they have been born with, or they developed during their life. Nine hundred thousand people in the UK are severely or profoundly deaf. Based on a study by Action on Hearing Loss UK in 2013 only 17 percent of this population, can use the British Sign Language (BSL). That leaves a massive proportion of people with a hearing impediment who do not use sign language struggling in social interaction and suffering from emotional distress. It also leaves even a larger proportion of Hearing people who cannot communicate with those of the deaf community. This paper presents a Serious Game (SG) that aims to close the communication gap between able hearing people and people with hearing impairment by providing a tool that facilitates BSL learning targeting the adult population. The paper presents the theoretical framework supporting adult learning based on which a SG game using Virtual Reality (VR) technology has been developed. The paper explains the experimental framework of the study. It presents the creation of the research instruments to facilitate the study comprising of a SG that integrates video and conventional video-based educational material. It reports and analyses the study results that demonstrate the advantage of the SG in effectively supporting users learning a set of BSL signs. It also presents qualitative outcomes that inform the further development of the game to serve learning needs. The paper closes with conclusions, directions for further development of this educational resource, and future studies.
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Keyword:
British Sign Language
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URL: http://jucs.org/jucs_26_8/using_serious_games_for/jucs_26_08_0996_1016_economou.pdf http://clok.uclan.ac.uk/35229/ http://clok.uclan.ac.uk/35229/1/35229%20jucs_26_08_0996_1016_economou.pdf
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The capabilities of deaf people in development projects in the Global South
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Machine Learning for Enhancing Dementia Screening in Ageing Deaf Signers of British Sign Language
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Using Serious Games for Learning British Sign Language Combining Video, Enhanced Interactivity, and VR Technology
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Using serious games for learning sign language combining video, enhanced interactivity and VR technology
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Describing and Remembering Motion Events in British Sign Language
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Bermingham, Rowena. - : University of Cambridge, 2019. : Theoretical and Applied Linguistics, 2019. : Corpus Christi College, 2019
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Deaf and hard of hearing women Menopause survey - Birmingham and Solihull results
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Bown, Sarah. - : University of Wolverhampton/BID Services, 2019
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Adult Learning Sign Language by combining video, interactivity and play in a 3D game platform
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Real Time Hand Movement Trajectory Tracking for Enhancing Dementia Screening in Ageing Deaf Signers of British Sign Language
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