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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Vilnius University
2020-06-01
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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 |
work_keys_str_mv |
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