2018
DOI: 10.1007/978-3-319-75175-7_55
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Using Serious Games for Promoting Blended Learning for People with Intellectual Disabilities and Autism: Literature vs Reality

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Cited by 12 publications
(5 citation statements)
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“…A study further showed the use of serious games (SGs) to improve learning processes and focus on specific skills for those with intellectual disability (ID) or autism spectrum disorder (ASD). However, blended learning (BL), which blends in-person and online learning, is used in both formal and informal educational contexts (Tsikinas et al, 2018). Another study undertaken by Giannousi et al (2014) also showed that blended learning is a more successful form of instruction than the group using traditional methods.…”
Section: Discussionmentioning
confidence: 99%
“…A study further showed the use of serious games (SGs) to improve learning processes and focus on specific skills for those with intellectual disability (ID) or autism spectrum disorder (ASD). However, blended learning (BL), which blends in-person and online learning, is used in both formal and informal educational contexts (Tsikinas et al, 2018). Another study undertaken by Giannousi et al (2014) also showed that blended learning is a more successful form of instruction than the group using traditional methods.…”
Section: Discussionmentioning
confidence: 99%
“…Zakari et al [2014] classified serious games for autistic children with respect to the technological platform, the purpose of the game, the type of graphics (i.e., 2D or 3D), game aspects, and user interaction devices. Tsikinas et al [2016] classified serious games for people with an intellectual disability or ASD based on adaptive behavior and intellectual functioning skills that the games aim to develop and their potential effects. Meanwhile, Xianmei [2017] presented an overview of somatic games (i.e., video games operated by body movements) aimed at autistic children, focusing on the game features, implementation of interventions, and their effectiveness.…”
Section: Related Workmentioning
confidence: 99%
“…The potential of games to enhance STEM content accessibility, increase collaborative problem-solving, and allow for exploration of mathematics concepts in innovative ways is also promising [10,15]. For example, games have been developed to enhance content accessibility and increase problem solving as well as improve cognitive functioning [18][19][20][21][22][23].…”
Section: Literature Review 21 Game-enhanced Instruction In Elementary...mentioning
confidence: 99%