2018
DOI: 10.1111/bjet.12639
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Games for enhancing basic reading and maths skills: A systematic review of educational game design in supporting learning by people with learning disabilities

Abstract: The development of games for people with learning disabilities is one way to enhance the quality of learning and respond to the need for inclusive special educational support. Recently, game researchers have highlighted the need for paying more attention to identifying the game design choices that can strengthen learning. This paper reviews recent studies in the field of games that aim at supporting people with difficulties in learning, particularly in basic reading and maths skills. We identify the major char… Show more

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Cited by 53 publications
(37 citation statements)
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“…For a long time, it has been uncritically assumed that digital game-based learning (DGBL) automatically results in benefits for learning (Feldon, 2010). Empirical studies have shown positive effects of a DGBL training on children's math and reading achievement in normally developing children as well as in children with learning difficulties (Lämsä, Hämäläinen, Aro, Koskimaa, & Äyrämö, 2018;Clark, Tanner-Smith, & Killingsworth, 2016). However, several systematic reviews (e.g., Backlund & Hendrix, 2013;Vandercruysse, Vandewaetere, & Clarebout, 2012) and meta-analyses (e.g., Byun & Young, 2018;Girard, Ecalle, & Magnan, 2013) have revealed that the empirical evidence regarding the effectiveness of digital educational games is less clear.…”
Section: Educational Games To Support Learningmentioning
confidence: 99%
“…For a long time, it has been uncritically assumed that digital game-based learning (DGBL) automatically results in benefits for learning (Feldon, 2010). Empirical studies have shown positive effects of a DGBL training on children's math and reading achievement in normally developing children as well as in children with learning difficulties (Lämsä, Hämäläinen, Aro, Koskimaa, & Äyrämö, 2018;Clark, Tanner-Smith, & Killingsworth, 2016). However, several systematic reviews (e.g., Backlund & Hendrix, 2013;Vandercruysse, Vandewaetere, & Clarebout, 2012) and meta-analyses (e.g., Byun & Young, 2018;Girard, Ecalle, & Magnan, 2013) have revealed that the empirical evidence regarding the effectiveness of digital educational games is less clear.…”
Section: Educational Games To Support Learningmentioning
confidence: 99%
“…For several decades now, the scientific and educational community has grown increasingly interested in videogames (although with some conceptual differences, often called serious games or games-based learning) as learning tools (Clark, Tanner-Smith, & Killingsworth, 2016; Garris, Ahlers, & Driskell, 2002; Nawrocki & Winner, 1983; Prestridge & de Aldama, 2016; Randel, Morris, Wetzel, & Whitehill, 1992). Many articles have been published in different fields and subjects as wide ranging as history (Froschauer, Merkl, Arends, & Goldfarb, 2013), sport (Bideau et al., 2010), medicine (Graafland, Schraagen, & Schijven, 2012), or learning by people with disabilities (Lämsä, Hämäläinen, Aro, Koskimaa, & Äyrämö, 2018). Science, technology, engineering and mathematics education is one of the areas in which the effect of videogames has been studied the most (Boyle et al., 2016; Clark et al., 2016; Hainey, Connolly, Boyle, Wilson, & Razak, 2016).…”
Section: Introductionmentioning
confidence: 99%
“…One promising way to successfully overcome this hurdle is to incorporate a playful dimension into the concept of the training exercise. According to Lämsä, Hämäläinen, Aro, Koskimaa, and Ayram (2018), educational games have the potential to lift the drudgery of drilling the students and can inject an element of fun into otherwise tedious training sessions.…”
Section: Introductionmentioning
confidence: 99%