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Keyboarding for Kindergarten

Keyboarding for Kindergarten. As children are learning their letters, they can also learn recognition of those letters on the keyboard and learn what hand is used to input those letters. Concept (why and what) User Definition (who) Quality Assurance and User Testing. Introduction. Concept.

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Keyboarding for Kindergarten

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  1. Keyboarding for Kindergarten As children are learning their letters, they can also learn recognition of those letters on the keyboard and learn what hand is used to input those letters.

  2. Concept (why and what) User Definition (who) Quality Assurance and User Testing Introduction

  3. Concept • 5 year olds can develop logical search strategies for locating individual keys1 • Keyboarding is simply another method for communicating their ideas. [1] Rosengrant, T. (1985). Using the microcomputer as a tool to read and write. Journal of Learning Disabilities, 18, pp 113-115

  4. Goals • Recognize the letters on the keyboard and use the correct hand to strike the key. • Engage children in learning

  5. Possible Solutions

  6. Objectives • Make the learning effective, fun and appropriate for this age group. • What is available for this concept? • What is age appropriate? • What makes learning effective?

  7. User Research • Target Audience: 5 year old children • Can copy simple geometric patterns • Know colors • Beginning to learn to print letters • Can differentiate between fantasy and reality • Can spend ½ hour on computer but will spend more time if having fun

  8. Feature Value Analysis • What features are needed and how they should operate to ensure an enjoyable and effective learning session? • Easily learned icons (recognition) • Large and consistent icons

  9. Feature Value Research • Offer different levels of difficulty • Use audio and visual aids to offer help. • After initial guidance, children should be able to operate the software essentially on their own. • Printing should be possible. childrenandcomputers.com Selecting Developmentally Appropriate Software

  10. The Practice Process

  11. Mastery • Items (Letters) are generated randomly (shuffle) • 6 letters are released at a time • 2 correct answers on first try = Mastery the item (letter) will not reappear in this level • When all items have been mastered, the level has been completed

  12. Iterative Testing • Quality Assurance - The Nitty Gritty Platforms Algorithm Checks Buttons Navigation, Animation timing Print, Sound Are the Letters the Correct Colors? Quality Assurance Evaluation Plan pdf 100kb

  13. MORE Iterative Testing • User Testing – Adults and Children Formal and Informal Observation Day Care Centers Cobb County Public Schools Hearing Impaired Color Deficiencyhttp://colorfilter.wickline.org/ User Test Plan pdf 178kb

  14. Future Features • Student personalization • Save state to return to the game • Random animations – keep it exciting • Retrieve data to use it in a meaningful manner • Add more difficulty levels • Flash cards and learning sheets • Other related activities – Swat Board

  15. Let’s Play! • Keyseeker.org

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