| Literature DB >> 35211058 |
Ahmed Tlili1, Mouna Denden2,3, Anqi Duan1, Natalia Padilla-Zea4, Ronghuai Huang1, Tianyue Sun5, Daniel Burgos4.
Abstract
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.Entities:
Keywords: activity theory (AT); disability; educational game; gamification; learners
Year: 2022 PMID: 35211058 PMCID: PMC8861503 DOI: 10.3389/fpsyg.2021.814691
Source DB: PubMed Journal: Front Psychol ISSN: 1664-1078
Inclusion/exclusion criteria.
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| Empirical studies focusing on game-based learning and learners with disabilities | Theoretical studies |
| Studies that reported the outcomes of game-based learning on learners with disabilities | Full text was not available online |
| Studies which are written in English | Reports and white papers |
Figure 1Flow chart for the article search and selection process.
Rigour assessment of studies on game-based learning for learners with disabilities.
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| Participant description | 96 | 100% |
| Participant selection/recruitment | 42 | 43.8% |
| Setting description | 79 | 82.3% |
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| Operationally defined | 96 | 100% |
| Measurement of performance sufficiently | 91 | 94.8% |
| Inter-observer agreement of strict confirmability cheques | 15 | 15.6% |
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| Operationally defined | 95 | 99% |
| Systematically manipulated by experimenter | 91 | 94.8% |
| Implementation fidelity established | 67 | 69.8% |
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| Baseline conditions are operationally defined | 24 | 25% |
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| Controlled for common threats to internal validity | 26 | 27.1% |
| Demonstrated experimental control | 36 | 37.5% |
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| Experimental effects are replicated across participants, settings or materials | 14 | 14.6% |
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| Dependent variable is socially important | 96 | 100% |
| Magnitude of change is socially important | 96 | 100% |
| Implementation is practical and effective | 90 | 93.8% |
Figure 2Using activity theory to analyse studies on game-based learning for learners with disabilities.
Figure 3Distribution of the reviewed studies by education level.
Figure 4Distribution of studies based on sample size.
Figure 5Distribution of studies based on learners' disabilities.
Figure 6The game platform used by the reviewed studies.
Figure 7Distribution of game types.
Learning purposes and scenarios with different types of technology within game-based learning.
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| Eye-gaze tracking ( | Improve attentional interaction and auditory skill and monitor performance | The mental state (cognitive and affective) of the child was revealed based on real-time information the touch and eye-tracking systems. Eyes are used to make selections |
| Webcam ( | Enhance psychomotor development, memory skill and cognitive skill | Observe and detect users' hand and body movement |
| Speech recognition ( | Reinforce speech, reading, math, and behaviour | Speech recognition technology was used to recognise users' speech in real time and create interactions by capturing voice as user input through the microphone and convert it to .wav file |
| Wii and controllers ( | Facilitate engagement and cooperation | Wii system was mounted on the wall and was played either independently or collaboratively |
| AR/VR ( | Improve cognitive skills, physical ability and social interaction | Storyline and introduction were designed and given before using VR |
| 3D simulation ( | Improve physical skills, social interaction, and cognitive skills | 3D simulation is used to help learners be familiar with surrounding environments and improve social interactions |
| Hand-held controller ( | Modify ineffective behaviour, improve math, cognitive skills, and learning outcome | The interaction concept of using an external object such as a prop, tile, and controller was used to create associability between game and users |
| Kinect/LMC/sensor board ( | Improve physical ability and cognitive skills | Kinect was used to detect learners' body movement, television was used to display the game and laptop was used to program the game |
Learning objectives with different types of technology.
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| Particular skills | Motor skill ( | - Kinect/LMC/sensor board |
| Cognitive skill ( | - Webcam | |
| Visual ( | ||
| Listening ( | - Eye-gaze tracking | |
| Engagement and attention ( | - Webcam | |
| Social Skills | Social interaction ( | - Eye-gaze tracking |
| Learning outcomes | STEM ( | - Speech recognition |
| Reading ( | - Speech recognition | |
| Music ( | - Speech recognition | |
| Languages ( | - Hand-held controller |
Figure 8Distribution of outcomes based on the efficacy of game-based learning.