Using Serious Games for Promoting Blended Learning for People with Intellectual Disabilities and Autism: Literature vs Reality

被引:4
|
作者
Tsikinas, Stavros [1 ]
Xinogalos, Stelios [1 ]
Satratzemi, Maya [1 ]
Kartasidou, Lefkothea [1 ]
机构
[1] Univ Macedonia, Thessaloniki, Greece
来源
INTERACTIVE MOBILE COMMUNICATION TECHNOLOGIES AND LEARNING | 2018年 / 725卷
关键词
Accessible blended learning; Serious games; Intellectual disabilities and autism; HIGH-FUNCTIONING AUTISM; SOCIAL-INTERACTION; CHILDREN; SKILLS; COMMUNICATION; INTERFACE; EMOTIONS; STUDENTS; ADULTS; USERS;
D O I
10.1007/978-3-319-75175-7_55
中图分类号
TP18 [人工智能理论];
学科分类号
081104 ; 0812 ; 0835 ; 1405 ;
摘要
Educating people with intellectual disabilities (ID) or autism spectrum disorder (ASD) is a non-trivial process and differs from the learning methods of typically developed people. Recently, serious games (SGs) have been used to enhance the learning process of these groups and address different skills. On the other hand, blended learning (BL) is applied to formal and informal educational contexts and combines face-to-face and online learning. In this study, we examine if SGs can provide the necessary means for applying BL, especially for people with ID or ASD that could be benefited by personalized learning opportunities. In addition, we examine 43 existing SGs for people with ID or ASD, as well as the perceptions of 93 special education professionals (SEP) and teachers (SET) working in schools and institutions for people with ID or ASD regarding the role of technology and SGs in their education. We concluded that SGs could enhance the learning process of people with ID or ASD in many skills. In addition, the opinions of SEP and SET regarding the importance of technology in the learning process of people with ID or ASD and the familiarity with SGs, indicate that BL could be effectively promoted through SGs.
引用
收藏
页码:563 / 574
页数:12
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