Towards a Better Understanding of Context and Context-Awareness
HUC '99 Proceedings of the 1st international symposium on Handheld and Ubiquitous Computing
Video games and education: (Education in the Face of a “Parallel School”)
Computers in Entertainment (CIE) - Theoretical and Practical Computer Applications in Entertainment
"Powerpoint to the people": suiting the word to the audience
AUIC '04 Proceedings of the fifth conference on Australasian user interface - Volume 28
Development of an American Sign Language game for deaf children
Proceedings of the 2005 conference on Interaction design and children
A survey on context-aware systems
International Journal of Ad Hoc and Ubiquitous Computing
Playware: augmenting natural play to teach sign language
CHI '08 Extended Abstracts on Human Factors in Computing Systems
A data-oriented survey of context models
ACM SIGMOD Record
IDC '08 Proceedings of the 7th international conference on Interaction design and children
Lifelong Learner Modeling for Lifelong Personalized Pervasive Learning
IEEE Transactions on Learning Technologies
Parental acceptance of digital game-based learning
Computers & Education
Learning a physical skill via a computer: a case study exploring Australian Sign Language
Proceedings of the 23rd Australian Computer-Human Interaction Conference
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Hearing-impaired children of hearing parents face challenges in learning sign languages, due in part to a lack of language immersion. These difficulties are compounded by the lack of learning resources available to these children. Technological resources, in particular, have the potential to aid Deaf children learning sign languages. The increasing ubiquity of mobile devices such as smart phones and tablets presents an opportunity for the development of such resources which could be made available to a wide audience, while also enabling developers to utilise mobile-specific features such as context awareness. The Seek and Sign project aims to create mobile-delivered technological resources to aid Deaf children learning Australian Sign Language (Auslan), such as the Sign My World application. This paper will discuss early work in the development of this application, with a focus on the potential uses of video game principles, context awareness and system personalisation in promoting learning, and consideration of how they may be implemented in Sign My World. We will present an interface prototype, as well as a briefly outlining a series of requirements elicitation sessions undertaken to discover a direction for future developments of the application.