JRPR 2021
DOI: 10.33790/jrpr1100118
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Effects and Motivation/Engagement of an Interactive Digital Game for Special Education Students in Elementary School: A Case Study Analysis

Abstract: Objective: The rapid changes in and development of information technology have made life convenient. Tablets are used in classrooms, allowing students to learn through digital games. This study aimed to explore the learning effects and learning interests of special education students, to whom a lively interactive digital game along with an appropriate course design were applied. Materials and Methods: This study applied the case study method to eight students with autism spectrum disorder (ASD) and cerebral pa… Show more

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Cited by 2 publications
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“…Additionally, digital applications when utilised in school can be further justified with observation and documentation when measuring the effect of engagement on autism spectrum students (Hong et al, 2021). To support the findings of engagement in this study, questionnaires will be used to measure the student engagement among preschoolers with autism.…”
Section: Student Engagement In Classroommentioning
confidence: 92%
“…Additionally, digital applications when utilised in school can be further justified with observation and documentation when measuring the effect of engagement on autism spectrum students (Hong et al, 2021). To support the findings of engagement in this study, questionnaires will be used to measure the student engagement among preschoolers with autism.…”
Section: Student Engagement In Classroommentioning
confidence: 92%