Problems and Solutions in Researching Computer Game Assisted Dialogues for Persons with Aphasia

Designs for Learning 1 (14):46–51 (2022)
  Copy   BIBTEX

Abstract

In this paper, we describe technological advances for supporting persons with aphasia in philosophical dialogues about personally relevant and contestable questions. A computer game-based application for iPads is developed and researched through Living Lab inspired workshops in order to promote the target group’s communicative participation during group argumentation. We outline some central parts of the background theory of the application and some of its main features, which are related to needs of the target group. Methodological issues connected to the design and use of Living Labs with persons with aphasia are discussed. We describe a few problems with researching development of communicative participation during group argumentation using an app assisted intervention for the target group and suggest some possible solutions.

Other Versions

No versions found

Links

PhilArchive

External links

Setup an account with your affiliations in order to access resources via your University's proxy server

Through your library

Similar books and articles

Analytics

Added to PP
2022-03-26

Downloads
313 (#76,338)

6 months
123 (#49,912)

Historical graph of downloads
How can I increase my downloads?

Author Profiles

Ylva Backman
Lulea University
Viktor Gardelli
Lulea University

Citations of this work

No citations found.

Add more citations

References found in this work

Thinking in Education.Matthew Lipman - 1992 - British Journal of Educational Studies 40 (2):187-189.
Thinking in Education.Matthew Lipman - 2003 - British Journal of Educational Studies 51 (3):303-305.
To Describe, Transmit or Inquire: Ethics and technology in school.Viktor Gardelli - 2016 - Dissertation, Luleå University of Technology

View all 6 references / Add more references