2021
DOI: 10.1007/s10209-021-00824-0
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Technology-enhanced and game based learning for children with special needs: a systematic mapping study

Abstract: Technology-based education of children with special needs has become the focus of many research works in recent years. The wide range of different disabilities that are encompassed by the term “special needs”, together with the educational requirements of the children affected, represent an enormous multidisciplinary challenge for the research community. In this article, we present a systematic literature review of technology-enhanced and game-based learning systems and methods applied on children with special… Show more

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Cited by 16 publications
(12 citation statements)
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References 31 publications
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“…As mentioned earlier, particular relevance was given to inclusive digital games that could be used among children with special needs (SEN). According to previous research [69,70], there are several benefits in using computer games with different types of learners, such as children with hearing or visual impairment [71][72][73], attention-deficit hyperactivity disorder (ADHD) [74], and autism spectrum disorder (ASD) [75,76]. However, the impact of digital gaming on special education (SEN) and its use in language learning is a relatively unexplored area, so most teacher candidates were unaware about the potential of such games.…”
Section: Resultsmentioning
confidence: 99%
See 1 more Smart Citation
“…As mentioned earlier, particular relevance was given to inclusive digital games that could be used among children with special needs (SEN). According to previous research [69,70], there are several benefits in using computer games with different types of learners, such as children with hearing or visual impairment [71][72][73], attention-deficit hyperactivity disorder (ADHD) [74], and autism spectrum disorder (ASD) [75,76]. However, the impact of digital gaming on special education (SEN) and its use in language learning is a relatively unexplored area, so most teacher candidates were unaware about the potential of such games.…”
Section: Resultsmentioning
confidence: 99%
“…As future educators, they valued the knowledge shared among peers about certain games such as Otsimo and GraphoGame. A second implication is that more technical and pedagogical efforts are necessary about game accessibility and students' needs in teacher training programs to prepare preservice teachers for an inclusive and diverse education in which digital games can play a positive role in the case of students with special needs [69,70].…”
Section: Discussionmentioning
confidence: 99%
“…Technology-enhanced and game-based learning for children with special needs: a systematic mapping study [42] The main focus of this review paper is to evaluate technological support of educational activities for the youngest children with different disabilities, including DS.…”
Section: An Overview Of Previous Researchmentioning
confidence: 99%
“…, 2020; Saatci et al. , 2020; Gallud et al. , 2021) that perform the meta-analysis or systematic mappings of the different subjects of the current academic field.…”
Section: Introductionmentioning
confidence: 99%
“…However, these critical insights are captured from only 44 topcited reviews. To grasp the comprehensive understanding of this domain, we design another integrated approach that combines qualitative analysis with a data-driven strategy based on text mining and topic modeling in the light of these studies (those of Scruggs et al, 2010;Shepley and Grisham-brown, 2019;Baragash et al, 2020;Saatci et al, 2020;Gallud et al, 2021) that perform the meta-analysis or systematic mappings of the different subjects of the current academic field. The present study employs text mining to extract the latent patterns from the scientific data (Chen et al, 2020a, b;Chae and Olson, 2021;Gurcan et al, 2020;Thakur and Kumar, 2021;Khusbu and Vinit, 2021).…”
mentioning
confidence: 99%