Refer to visual, hearing, or both, that face a number of barriers to achieving the academic goals of these students, using handheld devices, completing timed tasks, obtaining appropriate feedback, and adopting teamwork mechanisms.
Published in Chapter:
Educational Opportunities of Virtual Game-Based Initiatives for Students With Disabilities
Adrián Martín-Gutiérrez (University of Valladolid, Spain), Luis Leal-Vega (University of Valladolid, Spain), Irene Alcoceba-Herrero (University of Valladolid, Spain), Joaquín Herrera-Medina (University of Valladolid, Spain), Juan Francisco Arenillas-Lara (University of Valladolid, Spain), and María Begoña Coco-Martín (University of Valladolid, Spain)
Copyright: © 2022
|Pages: 22
DOI: 10.4018/978-1-6684-4287-6.ch021
Abstract
Digital game-based learning (DGBL) is a novel methodology implemented in many educational virtual settings to improve students´ attention, motivation, and engagement while learning. This chapter aims to provide insight into how game-based methods can enhance students' learning process with sensory, intellectual, and learning disabilities. Specifically, the key of this chapter is to assess the possibilities offered by the introduction of DGBL in educational contexts from a theoretical perspective to understand better the range of opportunities that it can mean for learning and, therefore, for the personal and professional development of people with sensory, intellectual, and learning disabilities.