Using Digital Game-Based Learning for Students with Intellectual Disabilities – A Systematic Literature Review

The purpose of this systematic literature review is to explore the area of digital Game-Based Learning (GBL) for students with intellectual disabilities as a tool that enables positive impact on learning and mastering specific skills in order to make recommendations for future research. Twenty-one s...

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Bibliographic Details
Main Authors: Kristian STANČIN, Nataša HOIĆ-BOŽIĆ, Sanja SKOČIĆ MIHIĆ
Format: Article
Language:English
Published: Vilnius University 2020-06-01
Series:Informatics in Education
Subjects:
Online Access:https://infedu.vu.lt/journal/INFEDU/article/368/info
Description
Summary:The purpose of this systematic literature review is to explore the area of digital Game-Based Learning (GBL) for students with intellectual disabilities as a tool that enables positive impact on learning and mastering specific skills in order to make recommendations for future research. Twenty-one studies were selected from different databases. The results showed that the most common type of game was serious game, and the most common used technology was PC with additional equipment, but tablets were also often used. In addition, the studies were more focused on the development of cognitive abilities rather than of adaptive skills.
ISSN:1648-5831
2335-8971