Abstract:The purpose of this systematic literature review is to explore the area of digital Game-Based 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… Show more
“…In this research, 16 relatively high-quality research reviews in the last 5 years have been searched from the major databases in this field (Web of Science, EBSCO ERIC (Education Resources Information Center), IEEE Xplore and SpringerLink). After reviewing these papers, it is found that their main concerns can be summarized into the following four aspects: the effectiveness of GBL ( Meredith, 2016 ; Byun and Joung, 2018 ; Hussein et al, 2019 ; Pellas et al, 2019 ; Tokac et al, 2019 ; Chen et al, 2020 ; Garcia et al, 2020 ; Karakoç et al, 2020 ; Stančin et al, 2020 ), the future trend of GBL ( Giannakas et al, 2018 ; Gao et al, 2020 ), the influencing factors of GBL ( Perttula et al, 2017 ; Shu and Liu, 2019 ), the theoretical foundations of GBL’s effectiveness and its practical use ( Carenys and Moya, 2016 ; Bakan and Bakan, 2018 ; Ab Jalil et al, 2020 ).…”
Game-based learning (GBL) can allow learners to acquire and construct knowledge in a fun and focused learning atmosphere. A systematic literature review of 42 papers from 2010 to 2020 in this study showed that the current difficulties in implementing GBL in classrooms could be classified into the following categories: infrastructure, resources, theoretical guidance, teacher’s capabilities and acceptance of GBL. In order to solve the above problems, the study constructs a technology enhanced GBL model, from the four parts of learning objective, learning process, learning evaluation, and smart classroom. In addition, this study adopted the Delphi method, inviting a total of 29 scholars, experts, teachers and school managers to explore how to implement GBL in smart classrooms. Finally, the technology enhanced GBL model was validated and the utilization approaches were provided at the conclusion part.
“…In this research, 16 relatively high-quality research reviews in the last 5 years have been searched from the major databases in this field (Web of Science, EBSCO ERIC (Education Resources Information Center), IEEE Xplore and SpringerLink). After reviewing these papers, it is found that their main concerns can be summarized into the following four aspects: the effectiveness of GBL ( Meredith, 2016 ; Byun and Joung, 2018 ; Hussein et al, 2019 ; Pellas et al, 2019 ; Tokac et al, 2019 ; Chen et al, 2020 ; Garcia et al, 2020 ; Karakoç et al, 2020 ; Stančin et al, 2020 ), the future trend of GBL ( Giannakas et al, 2018 ; Gao et al, 2020 ), the influencing factors of GBL ( Perttula et al, 2017 ; Shu and Liu, 2019 ), the theoretical foundations of GBL’s effectiveness and its practical use ( Carenys and Moya, 2016 ; Bakan and Bakan, 2018 ; Ab Jalil et al, 2020 ).…”
Game-based learning (GBL) can allow learners to acquire and construct knowledge in a fun and focused learning atmosphere. A systematic literature review of 42 papers from 2010 to 2020 in this study showed that the current difficulties in implementing GBL in classrooms could be classified into the following categories: infrastructure, resources, theoretical guidance, teacher’s capabilities and acceptance of GBL. In order to solve the above problems, the study constructs a technology enhanced GBL model, from the four parts of learning objective, learning process, learning evaluation, and smart classroom. In addition, this study adopted the Delphi method, inviting a total of 29 scholars, experts, teachers and school managers to explore how to implement GBL in smart classrooms. Finally, the technology enhanced GBL model was validated and the utilization approaches were provided at the conclusion part.
“…Pembelajaran yang menyenangkan memang sangat cocok untuk diterapkan dalam pembelajaran PPKn SD. Menggunakan konten e-learning berbasis motion graphic dan website wordpress dapat dikatakan hal yang menyenangkan bagi usia anak-anak sekolah dasar (Forgó, 2013;Önal & Alemdağ, 2018;Pati & Majhi, 2019;Stančin et al, 2020) Nama produk dibuat semudah mungkin untuk memudahkan peserta didik dan pendidik lebih cepat dan mudah dalam mengingatnya. Sesuai dengan pendapat Gunawan, bahwa formula dalam membuat merek adalah; mudah diingat, mengandung makna, familiar, unik, serta baru.…”
Penelitian ini bertujuan untuk menghasilkan konten E-Learning motion grafhic dan website worpress pada pembelajaran PPKn di Kelas V Sekolah Dasar. Metode penelitian yang digunakan adalah model ADDIE yaitu: Analyze, Design, Development, Implementation, and Evaluation. Hasil penelitian menunjukkan bahwa konten e-learning dikatakan layak oleh ahli materi, Bahasa, dan media, dalam mengembangkan website ini yang dibantu dengan CMS yaitu wordpress yang akan memudahkan peneliti dalam membangun website lebih menarik, serta penggunaan plugin untuk membantu membangun website. hasil validasi ahli materi, ahli media, dan ahli bahasa, dapat diketahui hasil validasi ahli materi sebesar 94% atau sangat baik, ahli media 97,3% atau sangat baik, dan ahli bahasa 87,5% atau sangat baik. Sedangkan hasil uji coba One to One didapatkan hasil 96% atau sangat baik. Konten E-learning ini dapat dijadikan alternatif dalam pembelajaran secara online khususnya pada materi PPKn di sekolah dasar sesuai kondisi masa pandemic COVID-19.
“…For instance, Lämsä et al ( 2018 ) reviewed 20 studies that addressed learning disabilities by employing game-based technological applications to support learners' basic reading and math skills. Additionally, Stančin et al ( 2020 ) explored 21 studies related to the use of digital-assisted educational games for learners with intellectual disability. As these studies can only provide a partial picture of the use of game-based learning in the realm of special education, a comprehensive review of how to apply educational games to enhance the learning of individuals with diverse disability profiles is necessary.…”
Section: Introductionmentioning
confidence: 99%
“…Consequently, this review is intended to fill this gap by including different disabilities (e.g., hearing impairment, autism spectrum disorder, and intellectual disability). Additionally, several literature reviews related to game-based learning and special education focused on the technology assessment perspective in terms of the adopted operating system and technology (Stančin et al, 2020 ). However, limited findings were presented in the literature about how learners with different disabilities might perceive game-based learning, stakeholders involved in the learning process and which elements should be considered when designing game-based learning for learners with disabilities.…”
The design, implementation, and outcome of game-based learning for learners with disabilities have not been sufficiently examined systematically. Particularly, learner-based and contextual factors, as well as the essential roles played by various stakeholders, have not been addressed when game-based learning applications are used in special education. Therefore, a systematic literature review using the Activity Theory (AT) was conducted to analyse studies about game-based learning for learners with disabilities. Content analysis of 96 studies reported relevant information with respect to each activity component—(a) subject (learners with disabilities), (b) technology (game-based learning applications), (c) object (target skills or behaviours), (d) rules (implementation procedure and performance measures), (e) community (learners with disabilities, special education professionals, and parents), (f) division of labour (among learners, professionals, and parents) and (g) outcome (performance of target skills or behaviours). Furthermore, this study identified existing gaps from the reviewed studies, including occasional lack of parental engagement, difficulty of standardising performance measures due to the heterogeneity of learner profiles and contradictions (e.g., opposing views among experts on the role of educational games in social interactions). Finally, recommendations were made under each activity component. The study concluded that both general and domain-specific guidelines should be created for each disability category proposed in this review to assist practitioners who wish to use game-based learning with learners with disabilities.
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