| Literature DB >> 34248457 |
Jose A Gallud1, Monica Carreño2, Ricardo Tesoriero1, Andrés Sandoval2, María D Lozano1, Israel Durán2, Victor M R Penichet1, Rafael Cosio2.
Abstract
Technology-based education of children with special needs has become the focus of many research works in recent years. The wide range of different disabilities that are encompassed by the term "special needs", together with the educational requirements of the children affected, represent an enormous multidisciplinary challenge for the research community. In this article, we present a systematic literature review of technology-enhanced and game-based learning systems and methods applied on children with special needs. The article analyzes the state-of-the-art of the research in this field by selecting a group of primary studies and answering a set of research questions. Although there are some previous systematic reviews, it is still not clear what the best tools, games or academic subjects (with technology-enhanced, game-based learning) are, out of those that have obtained good results with children with special needs. The 18 articles selected (carefully filtered out of 614 contributions) have been used to reveal the most frequent disabilities, the different technologies used in the prototypes, the number of learning subjects, and the kind of learning games used. The article also summarizes research opportunities identified in the primary studies.Entities:
Keywords: Children with special needs; Game-based learning; Kindergarten; Primary education; Systematic review; Technology-enhanced learning
Year: 2021 PMID: 34248457 PMCID: PMC8262128 DOI: 10.1007/s10209-021-00824-0
Source DB: PubMed Journal: Univers Access Inf Soc ISSN: 1615-5289 Impact factor: 3.078
Fig. 1Research methodology used in this systematic review
Research questions
| RQ1 | What is the state of the contributions addressing the use of technology to support educational activities for children with special needs published between 2009 and 2019? |
| RQ1.1 | How many academic studies on technology to support educational activities for children with special needs were published between 2009 and 2019? |
| RQ1.2 | What are the publication channels used to publish studies on technology to support children with special needs? |
| RQ1.3 | What is the quality of the selected contributions? |
| RQ2 | What are the disabilities that have been the focus of the primary studies? |
| RQ3 | What are the technologies applied to support educational activities for children with special needs? |
| RQ4 | What kind of learning games are applied in the primary studies? |
| RQ5 | What learning subjects are used in the primary studies? |
| RQ6 | Are the interventions defined in the primary studies effective? |
| RQ7 | What are the research opportunities identified in the primary studies? |
Search string used on each database
| Database | Search string |
|---|---|
| ACM digital library | Title:(((“children”OR “student”) AND ((special AND need*) OR “disability”) AND (“education” OR “learning”) AND (“game”))) OR Abstract:(((“children” OR “student”) AND ((special AND need*) OR “disability”) AND (“education” OR “learning”) AND (“game”))) OR Keyword:(((“children” OR “student”) AND ((special AND need*) OR “disability”) AND (“education” OR “learning”) AND (“game”))) “filter”: ACM Pub type: Research article, Publication Date: (01/01/2009 TO 12/31/2019), ACM Content: DL, NOT VirtualContent: true |
| IEEE xplore | (((“children” OR “student”) AND (“special needs” OR “special need” OR “disability”) AND (“education” OR “learning”) AND (“game”))) Filters Applied: Journals and Conferences 2009 - 2019 |
| ISI web of science | (TS=((“children” OR “student”) AND ((special AND need*) OR “disability”) AND (“education” OR “learning”) AND (“game”))) AND IDIOM: (English) AND TYPE OF DOCUMENT: (Article) Period 2009-2019 |
| ScienceDirect | Title, abstract, keywords: ((“children” OR “student”) AND (“special needs” OR “special need” OR “disability”) AND (“education” OR “learning”) AND (“game”) Filters: 2009-2019 Research articles |
| Scopus | TITLE-ABS-KEY ( ( “children” OR “student” ) AND ( (special AND need*) OR “disability” ) AND ( “education” OR “learning” ) AND ( “game” ) ) AND ( LIMIT-TO ( DOCTYPE , “cp” ) OR LIMIT-TO ( DOCTYPE , “ar” ) ) AND ( LIMIT-TO ( SUBJAREA , “COMP” ) ) AND ( LIMIT-TO ( PUBYEAR , 2019 ) OR LIMIT-TO ( PUBYEAR , 2018 ) OR LIMIT-TO ( PUBYEAR , 2017 ) OR LIMIT-TO ( PUBYEAR , 2016 ) OR LIMIT-TO ( PUBYEAR , 2015 ) OR LIMIT-TO ( PUBYEAR , 2014 ) OR LIMIT-TO ( PUBYEAR , 2013 ) OR LIMIT-TO ( PUBYEAR , 2012 ) OR LIMIT-TO ( PUBYEAR , 2011 ) OR LIMIT-TO ( PUBYEAR , 2010 ) OR LIMIT-TO ( PUBYEAR , 2009 ) ) |
Number of articles found in each database (2009-2019)
| Database | Filter | Papers |
|---|---|---|
| ACM digital library | Research articles | 14 |
| IEEE xplore | Journal and conference papers | 123 |
| ISI web of science | journal and conference papers | 168 |
| ScienceDirect | Research articles | 15 |
| Scopus | Journal and conference papers | 168 |
| 614 | ||
Fig. 2Screening of papers
Fig. 3Publications per year (period 2009-2019)
Primary studies by journal and conference
| Universal access in the information society (UAIS) | 2 | P02, P05 |
| Entertainment computing (EC) | 1 | P03 |
| International journal of distributed sensor networks (DSN) | 1 | P04 |
| Journal of applied research in intellectual disabilities (ARID) | 1 | P07 |
| TechTrends (TT) | 1 | P08 |
| International journal of environmental research and public health (ERPH) | 1 | P11 |
| Multimedia tools and applications (MTA) | 1 | P12 |
| Computer methods and programs in biomedicine (CMPB) | 1 | P15 |
| Journal of autism and developmental disorders (ADD) | 1 | P17 |
| International journal of child-computer interaction (CHI) | 1 | P18 |
| International conference on serious games and applications for health (SeGAH) | 1 | P01 |
| IEEE international symposium on multimedia (ISM) | 1 | P06 |
| European conference on technology enhanced learning (ECTEL) | 1 | P09 |
| European conference on cognitive ergonomics (ECCE) | 1 | P10 |
| IFIP conference on human-computer interaction (Interact) | 1 | P13 |
| International conference on interactive technologies and games (ITG) | 1 | P14 |
| IEEE games, entertainment, media conference (GEM) | 1 | P16 |
Measuring the quality of the primary studies
| PS | Captures | Citations | Usage | Relevance |
|---|---|---|---|---|
| 17 | 1203 | 50 | 6107 | 0.529 |
| 11 | 208 | 16 | 89 | 0.110 |
| 01 | 66 | 20 | 0 | 0.109 |
| 06 | 98 | 17 | 0 | 0.099 |
| 15 | 261 | 11 | 398 | 0.098 |
| 04 | 302 | 8 | 745 | 0.095 |
| 08 | 117 | 10 | 984 | 0.084 |
| 10 | 111 | 12 | 0 | 0.075 |
| 18 | 132 | 10 | 264 | 0.073 |
| 05 | 54 | 7 | 355 | 0.049 |
| 09 | 49 | 8 | 0 | 0.047 |
| 12 | 88 | 6 | 107 | 0.044 |
| 07 | 85 | 2 | 575 | 0.032 |
| 13 | 26 | 4 | 0 | 0.024 |
| 02 | 64 | 2 | 121 | 0.021 |
| 16 | 22 | 2 | 0 | 0.013 |
| 03 | 55 | 0 | 111 | 0.010 |
| 14 | 52 | 0 | 61 | 0.008 |
Fig. 4Disabilities researched in the primary studies
Fig. 5Main hardware technologies employed by the primary studies
Technologies and primary studies
| Technology | Primary studies |
|---|---|
| Kinect | PS03, PS07, PS08, PS09, PS12, PS16 |
| Flash | PS01, PS13 |
| Web app | PS02, PS11 |
| Scracth | PS05, PS06 |
| Camera | PS15, PS18 |
| 3D app | PS16, PS17 |
| Robot | PS10 |
| Arduino | PS04, PS05 |
Learning games and therapeutic goals in the primary studies
| PS | Therapeutic goal | Learning game |
|---|---|---|
| 01 | Cognitive | Shapes |
| 02 | Cognitive | Memory, logic sequences |
| 03 | Cognitive, social and motor games | Circles, Classifier, Arrows |
| 04 | Cognitive | Memory, math, twin match |
| 05 | Cognitive | Identify fruits |
| 06 | Cognitive | Manage money |
| 07 | Social | Soap and water |
| 08 | Cognitive | Unboxit, Melody tree |
| 09 | Motor | Walks |
| 10 | Motor | Cause and effect, imitation game, turn take |
| 11 | Cognitive | Manage money |
| 12 | Motor, cognitive | Coordination exercise |
| 13 | Social | The Natomy’s Journey Game (audio) |
| 14 | Social | Magic Potion, storytelling educational game; Street Pirates, a platform game |
| 15 | Motor | 3D Role Game |
| 16 | Motor, Cognitive | Match shapes |
| 17 | Social | Recognition game |
| 18 | Motor, Social | Circle-Run, Constellation Game |
Learning subject in the primary studies
| PS | Learning subject | Area |
|---|---|---|
| 01 | Mathematics skills | Mathematics |
| 02 | Cognitive learning | Study Skills |
| 04 | Cognitive and learning skills | Study Skills |
| 05 | Alternative communication system | Civics Education |
| 06 | Concept of money | Civics Education |
| 07 | Hand hygiene | Civics Education |
| 08 | Short-term memory skills and emotional stage | Study Skills |
| 09 | Enhance motor performance | Physical Education |
| 10 | Social interaction | Civics Education |
| 11 | Money Management Skills | Civics Education |
| 12 | Numbers, Shapes, Handwriting | Mathematics |
| 13 | Science learning | Natural Sciences |
| 14 | Self-determination, engagement and motivation | Leadership |
| 15 | Peripheral device | Physical Education |
| 16 | Improve both cognition and motor skills | Physical Education |
| 17 | Social competence | Civics Education |
| 18 | Interpersonal interactions among children | Civics Education |
Research accomplishments in the primary studies
| PS | Research accomplishment |
|---|---|
| 01 | Participants improved their understanding of fractions. |
| 02 | Young people with severe Down Syndrome (DS) may not be motivated enough to use digital games on their own. Young DS people with average concentration ability are engaged by accessible (well-designed) games. |
| 03 | The designed video-games combined with embodied interaction, teacher instruction and a turn-taking modality helped the students to train abilities in the motor, cognitive and socio-emotional domains. |
| 04 | The system had very positive effects on the children, in terms of cognition and motivational levels. |
| 05 | The interactive panel helps children with special needs to achieve learning goals. |
| 06 | We have obtained a very positive response by using digital story-telling techniques in their learning process. |
| 07 | The parents considered the video game was very useful and it had helped their children learn the hand hygiene skills effectively. |
| 08 | Gains in short-term memory ability. |
| 09 | Improvements in children’s motor performance, particularly psychomotor ability and psychomotor speed. |
| 10 | The interaction with the robots seemed to have in general a positive influence on the development of the children’s social skills. |
| 11 | People suffering from DS and other ID respond in a very positive way to the application developed and also to the multi-touch device used. |
| 12 | The results showed that the students will be able to use the computer while simultaneously improving their digital competence, and cognitive and physical skills. |
| 13 | The results of this study provide initial data and evidence that the use of video games such as The Natomy’s Journey Game can improve school integration process for learners with visual disabilities. |
| 14 | Using games as a tool of change and intrinsic motivations, seemed to be a dynamic and promising methodology. |
| 15 | It enables people to learn diverse contents, contributing to social and educational inclusion. |
| 16 | The results show a great response as both children and their supervisors at the rehabilitation center, where we conducted the test, were happy enjoying the system and showed great enthusiasm for using the game as a training tool. |
| 17 | The results demonstrated that the social competence curriculum was delivered with fidelity in the 3D virtual learning environment. |
| 18 | It was verified that the visual aid has the capacity to modify students’ running behavior. |
Research opportunities in the primary studies
| PS | Research opportunity |
|---|---|
| 01 | Repeat the investigation on a larger sample over a greater number of sessions in the future. |
| 02 | Perform additional usability tests with the support of special-needs teachers at school, and with regular training, to investigate the effectiveness of the web platform in supporting cognitive function. Extend the target population to embrace not only the previous sample (children and adolescents) as a follow-up, but also including adults with DS. |
| 03 | Future work seeks to deepen the analysis into each described domain, adding new features to the framework allowing the collection data regarding the player’s performance during every game level. |
| 04 | Assess the benefits of the edutainment system according to the participants’ knowledge in a normal class to understand whether the system improved learning in other aspects of their education. |
| 05 | Include the parents in the system, evaluate the children when playing at home and sharing a natural interaction with their parents; develop low cost technology prototypes for children with special needs to provide both professionals and children with a better interaction and an improved support for learning. |
| 06 | Development of more educational games to help patients overcome the social, educational, verbal and behavioral problems. |
| 07 | Develop a more technically robust system combined with additional attractive games. |
| 08 | Track progressive improvement of skills over time and increase difficulty. Additional use of technologies such as bio-signal sensors, wearable body sensing equipment and EEG (brain waves) and inform a potential practical framework for embodied learning. The enactment of embodied learning using motion-based technology (e.g., Kinect-based educational games). |
| 09 | Use clusters of participants with very similar needs to get specific skills clustered. Explore the impact of Kinect-based games on different clusters of participants. Investigate whether any competence developed during the program lasts beyond its duration or even transfers to other domains. |
| 11 | Development of new Serious Games to work on other abilities and skills; assess the application orienting it to wider groups of users, such as people without disabilities, and compare the results of different collectives; add a wider variety of coins and notes into the games; and design and develop activities oriented to a real scenario, such as shopping in the supermarket. |
| 12 | Create new game configurations to perform new studies. |
| 13 | Extend the system to new scenarios providing variations. |
| 14 | Validate the results by using a quantitative methodology. Analyze the data trying to observe different relations between parameters regarding learning outcomes, intrinsic motivation and self-determination especially regarding communication and soft skills. |
| 15 | Provide access for people with mobility limitations to a serious game to enable learning diverse contents, contributing to social and educational inclusion. |
| 16 | Develop more games and levels to cover children with Down syndrome with both cognition and motor skills training needs. In addition, plan to involve game scenarios for teaching children to avoid dangerous items such as sharp tools and fire. |
| 17 | Increase the scope of the study. |
| 18 | Provide long-term support for students with special needs and realize a model of inclusive education. |