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Using Digital Game-Based Learning for Students with Intellectual Disabilities – A Systematic Literature Review
Informatics in Education ( IF 2.1 ) Pub Date : 2020-06-15 , DOI: 10.15388/infedu.2020.15
Kristian STANČIN , Nataša HOIĆ-BOŽIĆ , Sanja SKOČIĆ MIHIĆ

The purpose of this systematic literature review is to explore the area of digital GameBased 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.

中文翻译:

对智障学生使用基于数字游戏的学习方法–系统文献综述

本系统文献综述的目的是探索面向智障学生的基于数字游戏的学习(GBL)领域,该工具可为学习和掌握特定技能带来积极影响,从而为今后的研究提供建议。从不同的数据库中选择了二十一项研究。结果显示,最常见的游戏类型是严肃游戏,最常用的技术是带有附加设备的PC,但平板电脑也很常见。此外,研究更多地集中于认知能力的发展,而不是适应能力的发展。
更新日期:2020-06-15
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