2022
DOI: 10.1007/s10639-022-10984-y
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Gamification as technology enabler in SEN and DHH education

Abstract: Yearly in Mauritius, only a few Special Educational Needs (SEN) and especially Deaf and Hard of Hearing (DHH) students manage to get a passing mark in French language at elementary level. As at date, literature suggests that there is hardly any French language learning tools connected with pedagogical knowledge and technological tools suitable for those children. The rationale behind this paper is to show how gamification of French learning resources can positively affect SEN and especially DHH students' under… Show more

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Cited by 9 publications
(3 citation statements)
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“…Online game applications (e.g., Wordwall, Quizlet, and Kahoot) can be used to facilitate the teacher in creating games for the students in the Practice stage. Also, the concept of gamification -"the use of game design elements in nongame context" (Deterding et al, 2011, p. 10) -can be applied in the classroom as well to motivate students towards learning and improving their learning (Chan et al, 2022). To illustrate, a scoreboard could be attached to a wall.…”
Section: Instructional Activities Methods and Materialsmentioning
confidence: 99%
“…Online game applications (e.g., Wordwall, Quizlet, and Kahoot) can be used to facilitate the teacher in creating games for the students in the Practice stage. Also, the concept of gamification -"the use of game design elements in nongame context" (Deterding et al, 2011, p. 10) -can be applied in the classroom as well to motivate students towards learning and improving their learning (Chan et al, 2022). To illustrate, a scoreboard could be attached to a wall.…”
Section: Instructional Activities Methods and Materialsmentioning
confidence: 99%
“…Gamification is used to engage students in the learning of various disciplines, such as mathematics, engineering, economics, and nutrition, among others (Ilbeigi et al, 2023;Moreno-Guerrero et al, 2021;Pardim et al, 2023), both in face-to-face and e-learning formats (Saleem et al, 2022). In addition, this approach facilitates language learning (Chan et al, 2022), training in musical instruments (Aras & Can, 2023), implementing inclusive practices (Manzano-Leon et al, 2022), promoting student self-realization (Tsurkan et al, 2023), or even in increasing the completion rate of massive open online courses (MOOCs) (Nesterowicz et al, 2022). While gamification likely experiences the novelty effect, it also benefits from the familiarity effect, contributing to an overall positive impact on students (Rodrigues et al, 2022).…”
Section: Gamification In the Classroommentioning
confidence: 99%
“…Por ese motivo, la gamificación se conforma por el aspecto teórico, junto al mecánico de los juegos, enganchando, además de motivar a los discentes al valorar su participación en distintas actividades, donde puedan sentirse involucrados mientras dan su aporte a la clase con material de interés o conocimientos para los distintos temas a tratar. Asimismo, para Chan et al (2022) el análisis de las estrategias de los juegos aplicados permite comprender el interés de los estudiantes, cómo se desempeña cada uno, además de dónde necesitaban más orientación.…”
Section: Discusionesunclassified