Country Studied: Various Countries
Area of Focus: Support Learning
Types of learning difficulties the Best Practice is supporting:
- General or specific learning difficulties.
- Neurodevelopmental difficulties.
Aims and objectives of Best Practice
The primary aim is to analyze the potential of Serious Games for children and adolescents with difficulties, providing an overview of effective Serious Games that can be used by schools and practitioners in the field of inclusive education
Objectives:
- Systematic Review: Conduct a systematic review of empirical literature found in the Education Resources Information Centre (ERIC) database to understand the effectiveness of Serious Games.
- Support Learning: Identify how Serious Games can support the learning objectives in specific school subjects and create optimal learning conditions for children and adolescents with difficulties.
- Inclusive Education: Demonstrate how Serious Games can contribute to the inclusion of children and adolescents with difficulties in school settings
Short description of Best Practice
Serious Games are designed to create an engaging and enjoyable learning experience for children and adolescents with difficulties. These games are developed with specific educational goals, targeting both cognitive and social skills necessary for effective learning and inclusion in school settings. The systematic review included in the article highlights the benefits of Serious Games, such as increased motivation, improved memory performance, reduced anxiety, and enhanced self-efficacy. By incorporating these games, the practice aims to support the academic and social development of students, contributing to a more inclusive educational environment.
3 Key learning Principles that were used in this Best Practice to support learners with LD
- Motivation Enhancement:
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- Serious Games are designed to be fun and engaging, which helps in increasing the motivation to learn. This is achieved by creating appealing modes of play that are adapted to the specific needs and abilities of the target group .
- Personalization:
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- Games are tailored to meet the explicit needs and abilities of the learners. This ensures that the content is relevant and appropriately challenging, promoting better engagement and learning outcomes .
- Active Learning:
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- Serious Games often require active participation, which can enhance learning by involving students in hands-on activities that are more likely to lead to better retention and understanding of the material .
Strategies used as part of Best Practice
Individualized Learning Plans:
- Strategies for modifying or creating teaching materials to suit different abilities.
- Creating a positive and supportive classroom environment.
- Other:
- Safe and Controlled Learning Environment.
Results and impact
Results:
- Increased Attention and Engagement: Children interacted with the virtual world and followed the avatar with their eyes, suggesting increased attention and engagement. This was observed using the Wildcard system with Story360.
- Enhanced Reading and Spelling Skills: Significant improvements were noted in the reading and spelling skills of students with cognitive difficulties and dyslexia after using specific Serious Games.
- Improved Learning Motivation and Self-Efficacy: Serious Games like SmartLearn were effective in improving learning motivation, reducing anxiety levels, and enhancing self-efficacy among students with neuromuscular disabilities.
- Effective Support for Learning: Serious Games were found to increase motivation to learn, improve memory performance, and encourage behaviors conducive to learning.
Impact:
- Barrier-Free Learning: Serious Games provide inclusive, barrier-free learning opportunities, particularly beneficial for students with special needs.
- Collaborative Learning: These games enable collaborative learning experiences where all students can participate jointly, fostering an inclusive educational environment.
Evidence as to why this was considered Good Practice
Positive Learning Outcomes: The implementation of Serious Games showed significant improvements in the learning achievements of children and adolescents with difficulties, particularly in subjects like science and social skills. These games facilitated a more engaging and effective learning experience compared to traditional methods.
Inclusive Education: The use of Serious Games supports the principles of inclusive education by catering to the diverse needs of students with difficulties. These games are specifically designed to address the unique challenges faced by these learners, thus promoting their full inclusion in the educational system.
Adaptability and Engagement: Serious Games are designed with specific target groups in mind, making them highly adaptable to the needs of students with different types of difficulties. Their interactive and engaging nature helps in maintaining students’ interest and motivation, which is crucial for effective learning.
Transferability
– Promoting Inclusive Education.
– Addressing Individual Barriers.
– Need for Further Research and Infrastructure.
Critical issues
– ERIC Database: The Education Resources Information Centre (ERIC) database was selected for the systematic search due to its comprehensive collection of educational research articles that meet quality criteria such as completeness, integrity, and substantive merit.
– Inclusion Criteria.
Any additional learning that we can take from this Best Practice, example:
Impact on Motivation and Engagement: Serious Games have been shown to increase motivation to learn and engagement in educational activities.
Self-Efficacy and Anxiety Reduction: Games like SmartLearn have demonstrated significant improvements in self-efficacy and reductions in anxiety among students with neuromuscular disabilities, contributing to better learning outcome.