| Literature DB >> 32297864 |
Andrej Flogie1,2, Boris Aberšek2, Metka Kordigel Aberšek3, Cecilia Sik Lanyi4, Igor Pesek2.
Abstract
BACKGROUND: Positive results can be obtained through game-based learning, but children with physical disabilities have fewer opportunities to participate in enjoyable physical activity. Because intelligent serious games can provide personalized learning opportunities, motivate the learner, teach 21st-century skills, and provide an environment for authentic and relevant assessment, they may be used to help children and adolescents with different kinds of learning disabilities to develop social and cognitive competences.Entities:
Keywords: cognitive competence; intellectual disability; learning disabilities; serious games, experimental; social skills
Year: 2020 PMID: 32297864 PMCID: PMC7193434 DOI: 10.2196/13190
Source DB: PubMed Journal: JMIR Serious Games Impact factor: 4.143
Methodological process of the study.
| Step | Methods | Instruments | Products |
| 1. Needs analysis | Survey | Questionnaire: Q1-Q16 (Multimedia Appendix 1) | Survey report |
| 2. Development of learning content | Development of curricula and scenario framework | N/Aa | Curricula and scenario framework [ |
| 3. Development of intelligent serious games | Development of games | N/A | 10 games, 2 examples |
| 4. Usability evaluation | Observation form for teachers | Teacher trainer qualitative and quantitative report |
aNot applicable.
Figure 1Distribution of student’s learning disabilities, by country. ADHD: attention-deficit/hyperactivity disorder.
Reasons for the failure of existing pedagogical approaches in different countries [35].
| Reasons | Country | ||||
| Turkey | Belgium | Bulgaria | Slovenia | Hungary | |
| Lack of qualified staff, suitable application, adequate and effective process, adequate time, (financial) resources | X | X | X | X | X |
| Materials are not learner centered, technological approaches not sufficiently attractive or usable, class size too large | X | X | X | X | X |
| Inadequate prerequisite knowledge and skills, technological tool deficiencies | X | X | X | X | N/Aa |
| Lack of assessment | X | X | N/A | X | N/A |
| App failure, environmental problems | X | X |
| X | X |
| Individual subjectivity or differences, individuality is secondary, one size does NOT fit all, lack of awareness of incomprehension | X | X | X | N/A | X |
| Family problems, not understanding behavioral deficiencies | X | N/A | N/A | N/A | X |
| Outdated methods | X | N/A | X | X | X |
| Children not given enough space to socialize | X | X | N/A | X | N/A |
| Inadequate research | X | N/A | N/A | N/A | N/A |
| Children were not assessed on an individual basis | X | N/A | X | N/A | X |
| Missing feedback | X | N/A | N/A | N/A | N/A |
| Teacher dependent | X | X | N/A | N/A | X |
| Acquisition of cognitive competences is a long and difficult process | N/A | X | X | N/A | X |
aNot applicable.
Figure 2Main barriers to acquiring cognitive competencies, by learning disability. ADHD: attention-deficit/hyperactivity disorder.
Cognitive and social competences.
| Competence | Number of students |
| Self-esteem and self-confidence | 250 |
| Motivation | 211 |
| Concentration | 222 |
| Managing anxiety | 170 |
| Team work | 210 |
| Communication | 249 |
| Problem Solving | 233 |
| Prioritizing | 142 |
| Decision making | 150 |
| Creative thinking | 175 |
| Active listening | 205 |
| Orientation | 141 |
| Managing resources | 119 |
| Time management | 168 |
| Other (please specify) | 19 |
Figure 3Distribution of the study sample for pilot testing by country and sex.
Figure 4Screenshots of the Car Race game.
Figure 5Screenshot of the ISG4competences world in Minecraft: Education Edition, for scenario 1 (following instructions in order to solve a problem).
Figure 6Distribution of the study sample teachers and trainers.
Results of the initial pre-evaluation (N=51).
| Questionnaire items | Answer scorea, n (%) | Score, mean (SD) | ||||||
| 1 | 2 | 3 | 4 | 5 | Total |
| ||
| Q1. Interacts nonverbally with other children with smiles, waves, nods, etc. | 36 (75) | 4 (8) | 5 (10) | 3 (6) | 1 (2) | 49 (100) | 1.6 (0.5) | |
| Q2. Expects a positive response when approaching others. | 36 (76) | 4 (9) | 4 (9) | 2 (4) | 1 (2) | 47 (100) | 1.5 (0.5) | |
| Q3. Expresses wishes and preferences clearly; gives reasons for actions and positions. | 30 (65) | 7 (15) | 4 (9) | 3 (7) | 2 (4) | 46 (100) | 1.7 (0.4) | |
| Q4. Asserts own rights and needs appropriately. | 33 (70) | 5 (10) | 5 (10) | 3 (6) | 2 (4) | 48 (100) | 1.6 (0.6) | |
| Q5. Is not easily intimidated by bullying. | 36 (76) | 4 (9) | 4 (9) | 2 (4) | 1 (2) | 47 (100) | 1.5 (0.5) | |
| Q6. Expresses frustrations and anger effectively, without escalating disagreements or harming others. | 38 (81) | 2 (4) | 4 (9) | 2 (4) | 1 (2) | 47 (100) | 1.5 (0.5) | |
| Q7. Gains access to ongoing groups at play and work. | 36 (75) | 4 (8) | 5 (10) | 3 (6) | 1 (2) | 49 (100) | 1.6 (0.4) | |
| Q8. Enters ongoing discussion on a topic; makes relevant contributions to ongoing activities. | 35 (74) | 3 (6) | 5 (10) | 3 (6) | 1 (2) | 47 (100) | 1.6 (0.5) | |
| Q9. Takes turns easily. | 32 (68) | 5 (10) | 4 (9) | 4 (9) | 2 (4) | 47 (100) | 1.7 (0.5) | |
| Q10. Has positive relationships with one or two peers; shows the capacity to really care about them and miss them if they are absent. | 29 (4) | 7 (6) | 7 (11) | 3 (40) | 1 (38) | 47 (100 | 1.7 (0.6) | |
aLikert scale answer options were 1, “not at all;” 2, “a little;” 3, “somewhat;” 4, “mostly;” and 5, “a lot.”
Results of the initial postevaluation (N=51).
| Questionnaire items | Answer scorea, n (%) | Score, mean (SD) | ||||||
| 1 | 2 | 3 | 4 | 5 | Total |
| ||
| Q1. Interacts nonverbally with other children with smiles, waves, nods, etc. | 4 (8) | 4 (8) | 8 (17) | 15 (31) | 17 (35) | 48 (100) | 3.8 (1.3) | |
| Q2. Expects a positive response when approaching others. | 1 (2) | 4 (9) | 14 (30) | 20 (43) | 8 (17) | 47 (10%) | 3.6 (0.9) | |
| Q3. Expresses wishes and preferences clearly; gives reasons for actions and positions. | 0 (0) | 3 (7) | 9 (20) | 24 (52) | 10 (22) | 46 (100) | 3.9 (0.8) | |
| Q4. Asserts own rights and needs appropriately. | 1 (2) | 3 (6) | 13 (28) | 18 (38) | 12 (26) | 47 (100) | 3.8 (1.0) | |
| Q5. Is not easily intimidated by bullying. | 1 (2) | 1 (2) | 12 (26) | 21 (45) | 12 (26) | 47 (100) | 3.9 (0.9) | |
| Q6. Expresses frustrations and anger effectively, without escalating disagreements or harming others. | 0 (0) | 9 (19) | 12 (26) | 19 (40) | 7 (15) | 47 (100) | 3.5 (1.0) | |
| Q7. Gains access to ongoing groups at play and work. | 1 (2) | 1 (2) | 11 (23) | 21 (45) | 13 (28) | 47 (100) | 3.9 (0.9) | |
| Q8. Enters ongoing discussion on a topic; makes relevant contributions to ongoing activities. | 0 (0) | 5 (11) | 6 (13) | 25 (53) | 11 (23) | 47 (100) | 3.9 (0.9) | |
| Q9. Takes turns easily. | 1 (2) | 3 (6) | 4 (9) | 19 (40) | 20 (43) | 47 (100) | 4.1 (1.0) | |
| Q10. Has positive relationships with one or two peers; shows the capacity to really care about them and miss them if they are absent. | 2 (4) | 3 (6) | 5 (11) | 19 (40) | 18 (38) | 47 (100) | 4.0 (1.1) | |
aLikert scale answer options were 1, “not at all;” 2, “a little;” 3, “somewhat;” 4, “mostly;” and 5, “a lot.”
Figure 7Results of questionnaire responses before (pretest) and after (posttest) final intelligent serious games testing.
Paired-sample t test (N=93).
| Paira | Correlation | Cohen | |
| Pair 1 (Q1b-Q1a) | .906 | .001 | .35 |
| Pair 2 (Q2b-Q2a) | .721 | .002 | .32 |
| Pair 3 (Q3b-Q3a) | .435 | .09 | .18 |
| Pair 4 (Q4b-Q4a) | .426 | .02 | .24 |
| Pair 5 (Q5b-Q5a) | .689 | .03 | .23 |
| Pair 6 (Q6b-Q6a) | .593 | <.001 | .46 |
| Pair 7 (Q7b-Q7a) | .851 | .001 | .35 |
| Pair 8 (Q8b-Q8a) | .58 | <.001 | .49 |
| Pair 9 (Q9b-Q9a) | .522 | <.001 | .39 |
| Pair 10 (Q10b-Q10a) | .776 | <.001 | .38 |
| Pair 11 (Q11b-Q11a) | .698 | <.001 | .39 |
| Pair 12 (Q12b-Q12a) | .871 | <.001 | .42 |
| Pair 13 (Q13b-Q13a) | .857 | <.001 | .44 |
| Pair 14 (Q14b-Q14a) | .583 | .32 | .10 |
| Pair 15 (Q15b-Q15a) | .439 | <.001 | .39 |
| Pair 16 (Q16b-Q16a) | .690 | <.001 | .41 |
aPairs compare scores for each question before playing (b) and after playing (a) the game.