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Game-Based Learning for Learners With Disabilities: Practical Insights for Practitioners

Game-Based Learning for Learners With Disabilities: Practical Insights for Practitioners

Game-based learning (GBL) is an innovative approach that leverages the engaging nature of games to enhance learning experiences. For learners with disabilities, GBL can offer significant benefits, but its implementation requires careful consideration. A recent systematic literature review titled Game-Based Learning for Learners With Disabilities—What Is Next? A Systematic Literature Review From the Activity Theory Perspective provides valuable insights for practitioners looking to improve their skills in this area.

Key Findings from the Literature Review

The review analyzed 96 studies using the Activity Theory (AT) framework, focusing on various components such as subjects, technology, objects, rules, community, division of labor, and outcomes. Here are some of the key findings and recommendations:

Subjects

The majority of studies focused on learners with Autism Spectrum Disorder (ASD), intellectual disabilities, and learning disabilities. However, the sample sizes were often small, which limits the generalizability of the findings.

Technology

The studies used a variety of technologies, including iOS, Android, PC software, and web-based platforms. However, the interchangeability of operating systems was limited, which could restrict accessibility.

Objects

GBL was used to enhance motor skills, cognitive skills, social interaction, and academic performance. However, few studies focused on subjects like music and languages.

Rules

Intervention procedures and performance measures varied widely. Lengthy post-test surveys were found to discourage participation, particularly among learners with ASD.

Community

Most studies involved special education professionals but lacked parental involvement and input from experts in other fields.

Division of Labor

The roles of learners, professionals, and parents were clearly defined, but learners were rarely involved in the design of the games.

Outcomes

Most studies reported positive outcomes, such as increased engagement and improved skills. However, maintaining learners' enjoyment and engagement was a challenge.

Conclusion

Game-based learning holds great promise for enhancing the educational experiences of learners with disabilities. By following the recommendations from this systematic review, practitioners can create more effective and inclusive GBL interventions. For a deeper understanding, practitioners are encouraged to read the original research paper.

To read the original research paper, please follow this link: Game-Based Learning for Learners With Disabilities—What Is Next? A Systematic Literature Review From the Activity Theory Perspective.


Citation: Tlili, A., Denden, M., Duan, A., Padilla-Zea, N., Huang, R., Sun, T., & Burgos, D. (2022). Game-Based Learning for Learners With Disabilities—What Is Next? A Systematic Literature Review From the Activity Theory Perspective. Frontiers in Psychology, 12, 814691. https://doi.org/10.3389/fpsyg.2021.814691
Marnee Brick, President, TinyEYE Therapy Services

Author's Note: Marnee Brick, TinyEYE President, and her team collaborate to create our blogs. They share their insights and expertise in the field of Speech-Language Pathology, Online Therapy Services and Academic Research.

Connect with Marnee on LinkedIn to stay updated on the latest in Speech-Language Pathology and Online Therapy Services.

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