The motivational circle of games: integrating location based games and computer games in the educational experience of users with educational disabilities
Please use any of these identifiers to cite or link to this item: http://hdl.handle.net/10795/3613 http://repository.edulll.gr/3613
The purpose of this paper is to present a series of observations made by researchers and educators on the incorporation of games in the educational experience of users with mild and moderate intellectual disabilities (ID). We will describe findings that sketch motivational alteration of users with intellectual disabilities, as well as the role of the educator and caretakers regarding the integration of games in their educational scenarios. In a period of five years we had the opportunity to observe the application of serious games in classrooms and day care centers for students with mild and moderate intellectual disabilities. in four different studies. Specifically designed serious games were applied in different educational settings, in order to identify the motivational power of digital games in Special Education. During these four different studies, children and young adults with intellectual disability used digital online and standalone pc games, as well as location based games specifically designed for users with intellectual disability in formal and informal educational and social training settings. The outcomes revealed that games have the potentials to be a motivational tool for Special Education, especially when applied along with playful analog narrative as a holistic approach.
Τίτλος Δράσης: Ηράκλειτος ΙΙ Τίτλος Πράξης: Επιπτώσεις της Χρήσης ψηφιακών Παιχνιδιών στην Εκπαιδευτική Διαδικασία. Η περίπτωση των Μαθητών με Νοητική Υστέρηση