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Sauvé, Louise; Plante, Patrick; Angulo Mendoza, Gustavo Adolfo; Brassard, Caroline et Desjardins, Guillaume (2023). Developing the Digital Literacy of People with Cognitive Limitations in the Workplace. SN Computer Science, 4 (2), 143. https://doi.org/10.1007/s42979-022-01585-0
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- Sauvé et al_2023_Developing the Digital Literacy of People with Cognitive Limitations in the.pdf
Contenu du fichier : Version de l'éditeur Accès restreint |
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Catégorie de document : | Articles de revues |
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Évaluation par un comité de lecture : | Oui |
Étape de publication : | Publié |
Résumé : | Context In Quebec, Canada, “adapted companies” offer working environments and employment suitable for persons living with disabilities. This study was done in response to a request from an adapted company that offers its employees workplace training sessions to help them to overcome their (largely cognitive) functional limitations with the help of digital technology. According to a Quebec study, 31% of people with cognitive limitations (PCLs) lack basic digital competencies. Despite this, researchers do not often investigate the needs of this clientele related to technology. Purpose To increase the autonomy of PCLs in activities requiring the use of the Internet via a tablet, the objectives of our study were (1) to establish a frame of reference for designers and teachers developing online training for this specific population, and (2) to validate it by creating and refining, with feedback from PCLs, a digital training environment incorporating an educational game. Methods We used an inclusive design approach based on user-centered design (UCD) to put learners at the heart of the creation process. To do this, we validated the design, usability, and pedagogical readability of learning environment and game prototypes with PCLs through a series of individual interviews. Results Our findings led to recommendations for the design and validation of online training for PCLs, notably the addition of navigation indicators and contextual aids, simplification of screen pages both graphically and textually, simplification of game features, the predominant use of video-based content, and the use of individual interviews to obtain user feedback. Conclusion Inclusive design is a promising approach to adapting digital learning technologies to the needs of PCLs in the workplace. |
Adresse de la version officielle : | https://link.springer.com/article/10.1007/s42979-0... |
Déposant: | Plante, Patrick |
Responsable : | Patrick Plante |
Dépôt : | 11 janv. 2023 20:57 |
Dernière modification : | 11 janv. 2023 20:57 |
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