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Integrating serious
games in the
educational
experience of
students with
intellectual
disabilities:

towards a playful
and integrative
model
• Epinoisi Project
• Goal Net Project
• Long Term Case
  Studies
EPINOISI R&D project - www.media.uoa.gr/epinoisi - 2007-2008
400 teaching hours specialized training program for 200 primary, secondary and
special education teachers supporting students with mild intellectual disability
(MID), on the subject of serious games and new technologies.


Goal Net Project - www.goal-net.eu – 2008-2009
Integrating serious games to classrooms of students with intellectual disabilities.
Specifically designed vocational training games and software were used and the
gaming material was a blend of accessible and motivating e-learning material


Long Term Case Studies – 2009-2012
Series of game based learning sessions in a Special Elementary School for
students with moderate intellectual disability and in an integrated classroom of
an General Education Elementary School and documented the outcomes. The
educators documented their experience regarding the design of the integration,
the application and the aftermath
• Observational checklists - evaluation on accessibility,
  learning effectiveness, engagement, innovation, cultural
  appropriateness
• End point interviews with the educators
• Focus Groups with educators and students
• Full documentation of their experience
• Design Documents
•Soft Outcomes STAR tool
included metrics of change before
and after the GBL intervention on
confidence, self esteem,
participation, attendance,
motivation, time keeping and other
soft skills
• Test their abilities and make mistakes in a judgmental-
  free and personalized environment.
• High engagement and participation
• Alterations in their attitude towards educational
  issues - intrinsic motivation

                                   • Assist student with
                                   intellectual disabilities
                                   virtually prepare for
                                   social integration,
                                   practical academic skills,
                                   vocational training and
                                   safety
Issues and Drawbacks
•   Lack of prior gaming knowledge (how to choose?)
•   Practical issues during gameplay (how to use?)
•   Focus on educational content not skills (how to access)
•   Accessibility and usability issues, non adaptive games

                       Teachers were willing to use games
                       as an educational tool but
                       questioned their ability to
                       integrate them in their learning
                       scenario
Need for an integrating model of GBL

• GBL should blend with the classical learning
  scenario
• Digital games an non-digital play should combine
  (role playing games etc)
• A database of accessible, adaptable and suitable
  games in order to be able to create the educational
  content and alter some elements or even the
  structure of the game easily, “without the
  requirements of a programming background”
The Role of the Educator

           Researcher




Co-gamer                Facilitator
the role of the researcher
The educator as a
researcher has the control
of the intervention, being
able to identify the
personalized needs of her
students and the potential
or possible limitations of
the chosen games.
the role of the facilitator
The educator as a facilitator is able to maintain
fun, immersion, flow experience, coordinate
the intervention and promote communication
and cooperation between students
the role of the supportive co-gamer
The educator in the role of the co-gamer
provides feedback of the actual gaming
process in order to estimate the progress of
the intervention, and reassess the educational
possibilities or mistakes for the next GBL
interventions
How to and
  next steps

• GBL application design documents through the
  use of questionnaires or observation logbooks
• Role that offers a continuous feedback -
  evaluation of the whole integrative process of
  digital games in the classroom
The Role of the Educator

                 Researcher

                                   Game Based
Game Design
                                    Teaching




      Co-gamer                Facilitator
Integrating serious games in the educational experience of students with intellectual disabilities: towards a playful and integrative model.

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Integrating serious games in the educational experience of students with intellectual disabilities: towards a playful and integrative model.

  • 1. Integrating serious games in the educational experience of students with intellectual disabilities: towards a playful and integrative model
  • 2. • Epinoisi Project • Goal Net Project • Long Term Case Studies
  • 3. EPINOISI R&D project - www.media.uoa.gr/epinoisi - 2007-2008 400 teaching hours specialized training program for 200 primary, secondary and special education teachers supporting students with mild intellectual disability (MID), on the subject of serious games and new technologies. Goal Net Project - www.goal-net.eu – 2008-2009 Integrating serious games to classrooms of students with intellectual disabilities. Specifically designed vocational training games and software were used and the gaming material was a blend of accessible and motivating e-learning material Long Term Case Studies – 2009-2012 Series of game based learning sessions in a Special Elementary School for students with moderate intellectual disability and in an integrated classroom of an General Education Elementary School and documented the outcomes. The educators documented their experience regarding the design of the integration, the application and the aftermath
  • 4. • Observational checklists - evaluation on accessibility, learning effectiveness, engagement, innovation, cultural appropriateness • End point interviews with the educators • Focus Groups with educators and students • Full documentation of their experience • Design Documents •Soft Outcomes STAR tool included metrics of change before and after the GBL intervention on confidence, self esteem, participation, attendance, motivation, time keeping and other soft skills
  • 5. • Test their abilities and make mistakes in a judgmental- free and personalized environment. • High engagement and participation • Alterations in their attitude towards educational issues - intrinsic motivation • Assist student with intellectual disabilities virtually prepare for social integration, practical academic skills, vocational training and safety
  • 6. Issues and Drawbacks • Lack of prior gaming knowledge (how to choose?) • Practical issues during gameplay (how to use?) • Focus on educational content not skills (how to access) • Accessibility and usability issues, non adaptive games Teachers were willing to use games as an educational tool but questioned their ability to integrate them in their learning scenario
  • 7. Need for an integrating model of GBL • GBL should blend with the classical learning scenario • Digital games an non-digital play should combine (role playing games etc) • A database of accessible, adaptable and suitable games in order to be able to create the educational content and alter some elements or even the structure of the game easily, “without the requirements of a programming background”
  • 8. The Role of the Educator Researcher Co-gamer Facilitator
  • 9. the role of the researcher The educator as a researcher has the control of the intervention, being able to identify the personalized needs of her students and the potential or possible limitations of the chosen games.
  • 10. the role of the facilitator The educator as a facilitator is able to maintain fun, immersion, flow experience, coordinate the intervention and promote communication and cooperation between students
  • 11. the role of the supportive co-gamer The educator in the role of the co-gamer provides feedback of the actual gaming process in order to estimate the progress of the intervention, and reassess the educational possibilities or mistakes for the next GBL interventions
  • 12. How to and next steps • GBL application design documents through the use of questionnaires or observation logbooks • Role that offers a continuous feedback - evaluation of the whole integrative process of digital games in the classroom
  • 13. The Role of the Educator Researcher Game Based Game Design Teaching Co-gamer Facilitator