Kirsten Ellis

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The article discusses a study of 4-5 year old children’s use of technology to assist and enhance the acquisition of a play lexicon within a formal educational setting. The new language system to be learned was Auslan, a signed/ nonverbal language. A purpose specific software program was developed by the authors, “Auslan Kids,” in order to test and evaluate(More)
The aim of this research project was to consider the implications of teaching a physical skill using a computer. The case study that was used was the development of a resource for teaching Australian Sign Language (Auslan) to hearing people that could be customised to cater for user's individual learning preferences. Learning Auslan as visual spatial(More)
BACKGROUND Children with intellectual and developmental disabilities (IDD) experience heightened attention difficulties which have been linked to poorer cognitive, academic and social outcomes. Although, increasing research has focused on the potential of computerised cognitive training in reducing attention problems, limited studies have assessed whether(More)
Our paper is research in progress that is research investigating the use of games technology to enhance the learning of a physical skill. The Microsoft Kinect is a system designed for gaming with the capability to track the movement of users. Our research explored whether such a system could be used to provide feedback when teaching sign vocabulary. Whilst(More)
Children with intellectual and developmental disabilities (IDD) experience significant difficulties in attention, learning, executive functions, and behavioral regulation. Emerging evidence suggests that computerized cognitive training may remediate these impairments. In a double blind controlled trial, 76 children with IDD (4-11 years) were randomized to(More)
The majority of gender studies of computer games examines game subsets, such as the first twenty minutes of gameplay, and extends their conclusions to the whole game and the game industry in general. The hypothesis of the subset effectively representing the entire game requires testing. This study addresses this problem by comparing the results of two(More)
  • Kirsten Ellis
  • Third International Conference on Information…
  • 2005
This paper investigates the development and user testing of multimedia designed to teach four and five year old kindergarten children Australian Sign Language (Auslan). The software "Auslan for Kinder'' includes vocabulary instruction, a story, song and game. The research identified three types of users: active participants; watchers and continuous(More)