Research

Digital games for acquiring everyday life skills for students with intellectual disabilities

Digital games for acquiring everyday life skills for students with intellectual disabilities

Digital games for acquiring everyday life skills for students with intellectual disabilities

Digital games for acquiring everyday life skills for students with intellectual disabilities

By Kristian Stancin, Natasa Hoic-Bozic, Martina Holenko Dlab

Abstract

“The process of upbringing and educating students with intellectual disabilities (ID) should be based onan individualized approach to learning. This can be achieved through the use of game-based learning, which allows presentation of certain educational content in an appropriate way. In this sense, digital games can be a good mediator in the development of everyday life skills, as they can be used to simulate everyday situations(e.g. shopping, dressing, eating, personal hygiene), which allows students with ID to become more independent in life. The aim of this work in progress is to provide an overview of digital games that enable the acquisition of everyday life skills for students with ID. The presented research highlights the importance of digital games in the upbringing and education of students with ID as well as the importance of finding games that are suitable for the individual needs of students with ID. Throughout the work, a number of digital games are presented and their features that make these games suitable for use by students with ID are described. This overview will play an important role in subsequent research steps – in developing an ontology that more formally describes the individual needs of students with ID and the requirements that a game must have in order to be compatible for playing by students with ID.”

Reference

Stancin, K., Hoic-Bozic, N., & Dlab, M. H. (2021, October). Digital Games for acquiring everyday ... - degames.uniri.hr. Retrieved March 7, 2022, from https://degames.uniri.hr/wp-content/uploads/2021/10/014_ECGBL_21_short_paper_FINAL.pdf

Keyword

Digital Games, intellectual disabilities, everyday skills, domain ontology, research