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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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
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spelling doaj-79b5bcc279f240829969dc6281c65d852021-01-02T09:27:44ZengVilnius UniversityInformatics in Education1648-58312335-89712020-06-0119232334110.15388/infedu.2020.15Using Digital Game-Based Learning for Students with Intellectual Disabilities – A Systematic Literature ReviewKristian STANČIN0Nataša HOIĆ-BOŽIĆ1Sanja SKOČIĆ MIHIĆ2University of Rijeka, Department of informatics Radmile Matejčić 2, 51000 Rijeka, CroatiaUniversity of Rijeka, Department of informatics Radmile Matejčić 2, 51000 Rijeka, CroatiaFaculty of Teacher Education, University of Rijeka Sveučilišna avenija 6, 51000 Rijeka, CroatiaThe 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.https://infedu.vu.lt/journal/INFEDU/article/368/infogame-based learningeducational gamesserious gamesintellectual disabilities
collection DOAJ
language English
format Article
sources DOAJ
author Kristian STANČIN
Nataša HOIĆ-BOŽIĆ
Sanja SKOČIĆ MIHIĆ
spellingShingle Kristian STANČIN
Nataša HOIĆ-BOŽIĆ
Sanja SKOČIĆ MIHIĆ
Using Digital Game-Based Learning for Students with Intellectual Disabilities – A Systematic Literature Review
Informatics in Education
game-based learning
educational games
serious games
intellectual disabilities
author_facet Kristian STANČIN
Nataša HOIĆ-BOŽIĆ
Sanja SKOČIĆ MIHIĆ
author_sort Kristian STANČIN
title Using Digital Game-Based Learning for Students with Intellectual Disabilities – A Systematic Literature Review
title_short Using Digital Game-Based Learning for Students with Intellectual Disabilities – A Systematic Literature Review
title_full Using Digital Game-Based Learning for Students with Intellectual Disabilities – A Systematic Literature Review
title_fullStr Using Digital Game-Based Learning for Students with Intellectual Disabilities – A Systematic Literature Review
title_full_unstemmed Using Digital Game-Based Learning for Students with Intellectual Disabilities – A Systematic Literature Review
title_sort using digital game-based learning for students with intellectual disabilities – a systematic literature review
publisher Vilnius University
series Informatics in Education
issn 1648-5831
2335-8971
publishDate 2020-06-01
description 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.
topic game-based learning
educational games
serious games
intellectual disabilities
url https://infedu.vu.lt/journal/INFEDU/article/368/info
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