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Serious Games in Special Education. A Practitioner’s Experience Review

  • Guadalupe Montero
  • Javier Gomez
Conference paper
Part of the Lecture Notes in Computer Science book series (LNCS, volume 11112)

Abstract

In this paper we present the experiences with serious games used in a special education school. Particularly, these games provides a engagement context to motivate students with special needs and introduce them basic instrumental skills. The paper summarises the intervention blocks and the games used for each. Finally, an outline of the key ideas to do a successful intervention are presented.

Keywords

Special education Serious games Edutainment 

Notes

Acknowledgements

This work has been carried out during the ternue of an ERCIM “Alain Bensoussan” fellow.

References

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    Dicheva, D., Dichev, C., Agre, G., Angelova, G.: Gamification in education: a systematic mapping study. J. Educ. Technol. Soc. 18(3), 75 (2015)Google Scholar
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    Gomez, J., Jaccheri, L., Torrado, J.C., Montoro, G.: Leo con lula, introducing global reading methods to children with ASD. In: Proceedings of the 17th ACM Conference on Interaction Design and Children, pp. 420–426. ACM (2018)Google Scholar
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    Korn, O., Funk, M., Schmidt, A.: Design approaches for the gamification of production environments: a study focusing on acceptance. In: Proceedings of the 8th ACM International Conference on PErvasive Technologies Related to Assistive Environments, p. 6. ACM (2015)Google Scholar

Copyright information

© IFIP International Federation for Information Processing 2018

Authors and Affiliations

  1. 1.C.E.E. Alenta, new social wayMadridSpain
  2. 2.Norwegian University of Science and TechnologyTrondheimNorway

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