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From the field
                               Fingers on the Screen: Game Based Learning for
                               Students with Intellectual Disabilities
Authors                           Game Based Learning in the special education classroom is still regarded with skepti-
                                  cism by educators, or has been used mainly as an extrinsic reinforcement. This commu-
Maria Saridaki
                                  nication presents a series of observations made by researchers and educators on the
msaridaki@media.uoa.gr
                                  motivational impact of games in the educational experience of users with intellectual
Constantinos Mourlas
mourlas@media.uoa.gr              disabilities.

Department of
Communication and Mass
Media Studies, University of   1. Intellectual disabilities and gaming: motivating the
Athens
                                  demotivated
                               Students with intellectual disability or serious learning difficulties are often described as
Tags                           “slow learners” and cannot easily integrate in the normal curriculum. Moreover, most stu-
                               dents with ID present limited intrinsic motivation and seem dependent on extrinsic rein-
intellectual disability,
motivation, Game Based         forcement such as rewards (or punishments), while overall lack of motivation and low self
Learning, special education    esteem can cause these students to resist efforts to stimulate their interest in the learning
                               experience.

                               For many decades, the common attitude towards the motivational abilities of students with
                               ID has been to consider these students as unable to approach the typical logical reasoning
                               and for many decades the main focus regarding motivation, was extrinsic motivation, thus
                               rewards or punishment. However, according to Switztky (1995), researchers have demon-
                               strated over the past years that the efficiency of students with ID is the result of the interac-
                               tion between personality and internal-intrinsic motivation and sometimes the differences
                               between students with ID and without ID of the same age are actually based on the lack of
                               motivation and experience.

                               According to Kevin Durkin, videogames draw on various cognitive abilities and “young people
                               with developmental disorders appear to rise effectively to some of the cognitive challenges
                               the games present and may be motivated in these contexts to achieve levels of cognitive per-
                               formance that they do not manifest ubiquitously” (Durkin, 2010).

                               Until recently, gaming had been used in the special education educational environment al-
                               most solely for recreational purposes or purely as an extrinsic motivator. Over the past years,
                               serious games have been documented at the literature review as a highly motivational tool
                               especially for the demotivated users with low self esteem and special educational needs, as
                               well as a potential ally to the difficult task of the SE teachers (Saridaki et al 2009; Brown et al,
                               2005). Early studies of Malone and Lepper (1987) proposed the usage of digital games as an
                               educational medium, and proved that digital games enhance motivation and learning since
                               the user is more than willing to test his/her knowledge, apply them while gaming and learn
                               and assimilate new information while playing and having fun (Malone, 1980).




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                                                                                                                              1
From the field

Evidence of the motivational power of computer game playing           During these interventions each educator documented in detail
can be found in a report by Standen et al (2006) of a study to        the design and actual instructional GBL experience.
design a new navigational interface for people with intellectual
                                                                      The majority of the educators stated that games seemed to
disabilities. The users in this study needed to use the device
                                                                      increase the motivation of the students in participating in the
regularly over a period of eighteen months in order to complete
                                                                      classroom and showing much more excitement in the educa-
a baseline evaluation and to test each version of the prototype.
                                                                      tional process in general. When games were used in the class-
According to the researchers, this was easily achieved by allow-
                                                                      room the majority of the students were excited to participate
ing them to play computer games specifically designed for the
                                                                      and often show expressively on the screen their accomplish-
study.
                                                                      ments during gameplay or tried to communicate with their fel-
Regarding students with intellectual disabilities, Digital Games      low students pointing to the right direction or touching at the
under specific conditions seem to provide appealing human-            screen the correct answer.
computer interaction methods in order to enrich the learning
                                                                      The educators seemed confident in applying serious games in
process of the students, while helping to improve social relation-
                                                                      their classroom as a new tool and the majority of the students
ships, raise the communication level and ease the integration
                                                                      expressed an increase on their interest towards the educational
of new concepts that improve the learning process (Gonzalez,
                                                                      subject especially if it was introduced through a game along
2005; Saridaki et al, 2009). However up till now the design and
                                                                      with the classical method. They were also serious implications
usage of digital games as a motivational tool for students with
                                                                      that they observed a motivational change towards the educa-
intellectual disabilities hasn’t been thoroughly documented.
                                                                      tional subjects after using games of the same educational topic,
                                                                      thus expressing an augmentation on their intrinsic motivation
2. Games as a motivational tool in the                                towards the educational subject. They characterized the gaming
   educational experience of students with                            experience of the students as “highly motivated” and “engaging
   ID: reports from field studies                                     towards the educational content” (Saridaki et al, 2010).
We realized the motivational opportunities that could arise
                                                                      However these implications required further testing and we
through game based learning after conducting a series of GBL
                                                                      had the opportunity to test these observation in the European
applications’ projects in special education settings for a dura-
                                                                      project Goal Net study, conducted a year after. Ten educators
tion of three years. During the EPINOISI R&D project1 that has
                                                                      were asked to use specifically designed games with their stu-
been implemented by the Laboratory of New Technologies in
                                                                      dents for three weeks and were questioned on the motivational
Communication, Education and the Mass Media of the Univer-
                                                                      possibilities before and after the gaming interventions. Accord-
sity of Athens, and the European GOAL Net Project2, we were
                                                                      ing to the vast majority of this small sample, the educators ex-
able to gather more data on the subject of educational motiva-
                                                                      pressed their belief that games were a good way to introduce
tion and gaming.
                                                                      various educational subjects and they were able to observe
The objective of the EPINOISI study was to realize a more than        changes on the will of the students to participate in the class-
400 teaching hours specialized training program for primary,          room and learn more about the educational subject as long as
secondary and special education teachers supporting students          it was involved in the game. The educational content integrated
with mild intellectual disability (ID), on the subject of serious     in a gaming scenario was much more intriguing for the students
games and new technologies. At the same time digital games-           who seemed unwilling to participate during the classical educa-
based learning (GBL) material for ID students was developed           tional method.
and tested within special classrooms, as part of practical semi-
                                                                      The also pointed out that communication between the students
nars and hands-on activities. Each week the educators had to
                                                                      was augmented during and after gameplay and that the teacher
design a game based learning educational intervention for their
                                                                      should always make connections between the gaming subject
students according to different kind of curriculum activities.
                                                                      and the educational subject during the classical teaching meth-
                                                                      ods in order to succeed in creating a connection between in
1 http://www.media.uoa.gr/epinoisi/
                                                                      game skills and curriculum knowledge or real life skills. It was
2 http://www.goal-net.eu
                                                                      also mentioned in various occasions the during the lesson, or



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                                                                                                                                  2
From the field

at their home, students would made various questions regard-          Acknowledgements
ing the educational content (e.g. vocational training, road safety
etc) after having used a game of the same content.                    This research has been co-financed by the European Union (Eu-
                                                                      ropean Social Fund – ESF) and Greek national funds through
During our studies it was observed that students with mild ID         the Operational Program “Education and Lifelong Learning” of
and their educators preferred games with concrete storytelling        the National Strategic Reference Framework (NSRF) - Research
rather than drill and practice games. According to our results,       Funding Program: Heracleitus II. Investing in knowledge society
storytelling is an important factor in the experience of the user     through the European Social Fund.
and simple drill and practice games seem less appealing and
successful than games with a concrete and interest storytelling.      We would like to express our gratitude to all the educators and
At the same time games that offered personalization were char-        students that have given us their valuable time and creative
acterized as more appropriate for our target group.                   assistance. We would also like to explicitly acknowledge the
                                                                      support of the members of the scientific team of the EPINOISI
                                                                      Project, as well as the researchers and partners of the Leonardo
3. Conclusions and Future Studies                                     GOAL Net Project and especially Professor Michael Meimaris di-
According to the majority of the researches and case studies,         rector of the New Technologies Laboratory in Communication,
games offer a judgmental free platform where peer disapproval         Education and the Mass Media of the University of Athens and
is absent, failure is just a drive to repeat and try again, while     Professor David Brown of Nottingham Trent University.
specifically designed adaptable games deal with academic edu-
cational material and everyday issues and difficulties such as
isolation, lack of parental attention, poor living conditions etc.

Until recently, digital games have been used in the classroom for
users with cognitive impairments as an external inducement.
However, even if it is widely recognized that games are impor-
tant in early learning, as education becomes more formal games
tend to be seen as just an “unserious activity” (Pivec, 2007).

According to our three years studies with various groups of
teachers and students with intellectual disability, we have ob-
served that games can be able to augment the intrinsic moti-
vation of students with intellectual disability towards learning
and classroom participation. The majority of the educators
characterized the GBL applications as highly engaging, motivat-
ing, communicative and exciting for the students that seemed
eager to participate and cooperate in order to play the game.
These qualities require further investigation in order to prove
that game based learning can or cannot be an intrinsic motiva-
tion tool and under which circumstances.




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                                                                                                                                  3
From the field


References                                                                       Saridaki, M., Gouscos, D., Meimaris, M. (2009). Digital
                                                                                 Games-Based Learning for Students with Intellectual Disability at
Brown, D.J., Battersby, S. and Shopland, N. (2005). Design                       the book Game-Based Learning Advancements for Multi-Sensory Human
and evaluation of a flexible travel training environment for use in a            Computer Interfaces:Techniques and Effective Practices, by Mark Stans-
supported employment setting. International Journal of Disability and            field, Liz Boyle, Thomas Connolly. Information Science Reference
Human Development, 4(3), 251-258.                                                Publications, May 2009

Gonzalez, J., L., Cabrera, M. (2006) Sc@ut DS: Sistema de                        Saridaki, M., Gouscos, D., Meimaris, M. (2010). Digital
Ayuda a la Comunicacion y al                                                     Games-Based Instructional Design for Students with Special

Malone, T. (1981). Towards a theory of intrinsically motivating                  Education Needs: Practical Finding and Lessons Learnt. 4th Euro-

instruction. Cognitive Science, 4, 333-369.                                      pean Conference on Games Based Learning. Copenhagen, 21-22
                                                                                 October 2010
Malone, T. W. (1980), What make things fun to learn? A study of
intrinsically motivating computer games, Cognitive and Instruc-                  Standen, P.J., Brown, D.J., Anderton, N., & Battersby, S.

tional Science Series, CIS-7, Xerox Palo Alto Research Center,                   (2006a). A systematic evaluation of current control devices used

Palo Alto                                                                        by people with intellectual disabilities in non-immersive virtual
                                                                                 environments. Cyberpsychology and Behaviour, 9 (5), 608-613.
Malone, T. W., & Lepper, M. R. (1987). Making Learning Fun:
A Taxonomy of Intrinsic Motivations for Learning. In R. E. Snow                  Switzky, H. N. (1995). Individual differences in personality and

& M. J. Farr (Eds.), Aptitute, Learning and Instruction: III. Conative and       motivational systems in persons with intellectual disability. Chapter

affective process analyses (pp. 223-253). Hilsdale, NJ: Erlbaum.                 15, Paper Presented at the Annual International Convention of the Coun-
                                                                                 cil for Exceptional Children (73rd), Indianapolis, April, 5-9, 1995.
Pivec, M. (2007). Editorial: Play and learn: potentials of game-
based learning. British Journal of Educational Technology, 38, (3),
387-393.




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 Name of the publication: eLearning Papers                                     Copyrights
 ISSN: 1887-1542
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Fingers on the Screen: Game-Based Learning for Students with Intellectual Disabilities

  • 1. From the field Fingers on the Screen: Game Based Learning for Students with Intellectual Disabilities Authors Game Based Learning in the special education classroom is still regarded with skepti- cism by educators, or has been used mainly as an extrinsic reinforcement. This commu- Maria Saridaki nication presents a series of observations made by researchers and educators on the msaridaki@media.uoa.gr motivational impact of games in the educational experience of users with intellectual Constantinos Mourlas mourlas@media.uoa.gr disabilities. Department of Communication and Mass Media Studies, University of 1. Intellectual disabilities and gaming: motivating the Athens demotivated Students with intellectual disability or serious learning difficulties are often described as Tags “slow learners” and cannot easily integrate in the normal curriculum. Moreover, most stu- dents with ID present limited intrinsic motivation and seem dependent on extrinsic rein- intellectual disability, motivation, Game Based forcement such as rewards (or punishments), while overall lack of motivation and low self Learning, special education esteem can cause these students to resist efforts to stimulate their interest in the learning experience. For many decades, the common attitude towards the motivational abilities of students with ID has been to consider these students as unable to approach the typical logical reasoning and for many decades the main focus regarding motivation, was extrinsic motivation, thus rewards or punishment. However, according to Switztky (1995), researchers have demon- strated over the past years that the efficiency of students with ID is the result of the interac- tion between personality and internal-intrinsic motivation and sometimes the differences between students with ID and without ID of the same age are actually based on the lack of motivation and experience. According to Kevin Durkin, videogames draw on various cognitive abilities and “young people with developmental disorders appear to rise effectively to some of the cognitive challenges the games present and may be motivated in these contexts to achieve levels of cognitive per- formance that they do not manifest ubiquitously” (Durkin, 2010). Until recently, gaming had been used in the special education educational environment al- most solely for recreational purposes or purely as an extrinsic motivator. Over the past years, serious games have been documented at the literature review as a highly motivational tool especially for the demotivated users with low self esteem and special educational needs, as well as a potential ally to the difficult task of the SE teachers (Saridaki et al 2009; Brown et al, 2005). Early studies of Malone and Lepper (1987) proposed the usage of digital games as an educational medium, and proved that digital games enhance motivation and learning since the user is more than willing to test his/her knowledge, apply them while gaming and learn and assimilate new information while playing and having fun (Malone, 1980). ing earn eLearning Papers • ISSN: 1887-1542 • www.elearningpapers.eu eL ers 25 u ers.e gpap .elea rnin n.º 25 • July 2011 Pap www 1
  • 2. From the field Evidence of the motivational power of computer game playing During these interventions each educator documented in detail can be found in a report by Standen et al (2006) of a study to the design and actual instructional GBL experience. design a new navigational interface for people with intellectual The majority of the educators stated that games seemed to disabilities. The users in this study needed to use the device increase the motivation of the students in participating in the regularly over a period of eighteen months in order to complete classroom and showing much more excitement in the educa- a baseline evaluation and to test each version of the prototype. tional process in general. When games were used in the class- According to the researchers, this was easily achieved by allow- room the majority of the students were excited to participate ing them to play computer games specifically designed for the and often show expressively on the screen their accomplish- study. ments during gameplay or tried to communicate with their fel- Regarding students with intellectual disabilities, Digital Games low students pointing to the right direction or touching at the under specific conditions seem to provide appealing human- screen the correct answer. computer interaction methods in order to enrich the learning The educators seemed confident in applying serious games in process of the students, while helping to improve social relation- their classroom as a new tool and the majority of the students ships, raise the communication level and ease the integration expressed an increase on their interest towards the educational of new concepts that improve the learning process (Gonzalez, subject especially if it was introduced through a game along 2005; Saridaki et al, 2009). However up till now the design and with the classical method. They were also serious implications usage of digital games as a motivational tool for students with that they observed a motivational change towards the educa- intellectual disabilities hasn’t been thoroughly documented. tional subjects after using games of the same educational topic, thus expressing an augmentation on their intrinsic motivation 2. Games as a motivational tool in the towards the educational subject. They characterized the gaming educational experience of students with experience of the students as “highly motivated” and “engaging ID: reports from field studies towards the educational content” (Saridaki et al, 2010). We realized the motivational opportunities that could arise However these implications required further testing and we through game based learning after conducting a series of GBL had the opportunity to test these observation in the European applications’ projects in special education settings for a dura- project Goal Net study, conducted a year after. Ten educators tion of three years. During the EPINOISI R&D project1 that has were asked to use specifically designed games with their stu- been implemented by the Laboratory of New Technologies in dents for three weeks and were questioned on the motivational Communication, Education and the Mass Media of the Univer- possibilities before and after the gaming interventions. Accord- sity of Athens, and the European GOAL Net Project2, we were ing to the vast majority of this small sample, the educators ex- able to gather more data on the subject of educational motiva- pressed their belief that games were a good way to introduce tion and gaming. various educational subjects and they were able to observe The objective of the EPINOISI study was to realize a more than changes on the will of the students to participate in the class- 400 teaching hours specialized training program for primary, room and learn more about the educational subject as long as secondary and special education teachers supporting students it was involved in the game. The educational content integrated with mild intellectual disability (ID), on the subject of serious in a gaming scenario was much more intriguing for the students games and new technologies. At the same time digital games- who seemed unwilling to participate during the classical educa- based learning (GBL) material for ID students was developed tional method. and tested within special classrooms, as part of practical semi- The also pointed out that communication between the students nars and hands-on activities. Each week the educators had to was augmented during and after gameplay and that the teacher design a game based learning educational intervention for their should always make connections between the gaming subject students according to different kind of curriculum activities. and the educational subject during the classical teaching meth- ods in order to succeed in creating a connection between in 1 http://www.media.uoa.gr/epinoisi/ game skills and curriculum knowledge or real life skills. It was 2 http://www.goal-net.eu also mentioned in various occasions the during the lesson, or ing earn eLearning Papers • ISSN: 1887-1542 • www.elearningpapers.eu eL ers 25 u ers.e gpap .elea rnin n.º 25 • July 2011 Pap www 2
  • 3. From the field at their home, students would made various questions regard- Acknowledgements ing the educational content (e.g. vocational training, road safety etc) after having used a game of the same content. This research has been co-financed by the European Union (Eu- ropean Social Fund – ESF) and Greek national funds through During our studies it was observed that students with mild ID the Operational Program “Education and Lifelong Learning” of and their educators preferred games with concrete storytelling the National Strategic Reference Framework (NSRF) - Research rather than drill and practice games. According to our results, Funding Program: Heracleitus II. Investing in knowledge society storytelling is an important factor in the experience of the user through the European Social Fund. and simple drill and practice games seem less appealing and successful than games with a concrete and interest storytelling. We would like to express our gratitude to all the educators and At the same time games that offered personalization were char- students that have given us their valuable time and creative acterized as more appropriate for our target group. assistance. We would also like to explicitly acknowledge the support of the members of the scientific team of the EPINOISI Project, as well as the researchers and partners of the Leonardo 3. Conclusions and Future Studies GOAL Net Project and especially Professor Michael Meimaris di- According to the majority of the researches and case studies, rector of the New Technologies Laboratory in Communication, games offer a judgmental free platform where peer disapproval Education and the Mass Media of the University of Athens and is absent, failure is just a drive to repeat and try again, while Professor David Brown of Nottingham Trent University. specifically designed adaptable games deal with academic edu- cational material and everyday issues and difficulties such as isolation, lack of parental attention, poor living conditions etc. Until recently, digital games have been used in the classroom for users with cognitive impairments as an external inducement. However, even if it is widely recognized that games are impor- tant in early learning, as education becomes more formal games tend to be seen as just an “unserious activity” (Pivec, 2007). According to our three years studies with various groups of teachers and students with intellectual disability, we have ob- served that games can be able to augment the intrinsic moti- vation of students with intellectual disability towards learning and classroom participation. The majority of the educators characterized the GBL applications as highly engaging, motivat- ing, communicative and exciting for the students that seemed eager to participate and cooperate in order to play the game. These qualities require further investigation in order to prove that game based learning can or cannot be an intrinsic motiva- tion tool and under which circumstances. ing earn eLearning Papers • ISSN: 1887-1542 • www.elearningpapers.eu eL ers 25 u ers.e gpap .elea rnin n.º 25 • July 2011 Pap www 3
  • 4. From the field References Saridaki, M., Gouscos, D., Meimaris, M. (2009). Digital Games-Based Learning for Students with Intellectual Disability at Brown, D.J., Battersby, S. and Shopland, N. (2005). Design the book Game-Based Learning Advancements for Multi-Sensory Human and evaluation of a flexible travel training environment for use in a Computer Interfaces:Techniques and Effective Practices, by Mark Stans- supported employment setting. International Journal of Disability and field, Liz Boyle, Thomas Connolly. Information Science Reference Human Development, 4(3), 251-258. Publications, May 2009 Gonzalez, J., L., Cabrera, M. (2006) Sc@ut DS: Sistema de Saridaki, M., Gouscos, D., Meimaris, M. (2010). Digital Ayuda a la Comunicacion y al Games-Based Instructional Design for Students with Special Malone, T. (1981). Towards a theory of intrinsically motivating Education Needs: Practical Finding and Lessons Learnt. 4th Euro- instruction. Cognitive Science, 4, 333-369. pean Conference on Games Based Learning. Copenhagen, 21-22 October 2010 Malone, T. W. (1980), What make things fun to learn? A study of intrinsically motivating computer games, Cognitive and Instruc- Standen, P.J., Brown, D.J., Anderton, N., & Battersby, S. tional Science Series, CIS-7, Xerox Palo Alto Research Center, (2006a). A systematic evaluation of current control devices used Palo Alto by people with intellectual disabilities in non-immersive virtual environments. Cyberpsychology and Behaviour, 9 (5), 608-613. Malone, T. W., & Lepper, M. R. (1987). Making Learning Fun: A Taxonomy of Intrinsic Motivations for Learning. In R. E. Snow Switzky, H. N. (1995). Individual differences in personality and & M. J. Farr (Eds.), Aptitute, Learning and Instruction: III. Conative and motivational systems in persons with intellectual disability. Chapter affective process analyses (pp. 223-253). Hilsdale, NJ: Erlbaum. 15, Paper Presented at the Annual International Convention of the Coun- cil for Exceptional Children (73rd), Indianapolis, April, 5-9, 1995. Pivec, M. (2007). Editorial: Play and learn: potentials of game- based learning. British Journal of Educational Technology, 38, (3), 387-393. Edition and production Name of the publication: eLearning Papers Copyrights ISSN: 1887-1542 The texts published in this journal, unless otherwise indicated, are subject Publisher: elearningeuropa.info to a Creative Commons Attribution-Noncommercial-NoDerivativeWorks Edited by: P.A.U. Education, S.L. 3.0 Unported licence. They may be copied, distributed and broadcast pro- Postal address: c/Muntaner 262, 3r, 08021 Barcelona (Spain) vided that the author and the e-journal that publishes them, eLearning Phone: +34 933 670 400 Papers, are cited. Commercial use and derivative works are not permitted. Email: editorial@elearningeuropa.info The full licence can be consulted on http://creativecommons.org/licenc- Internet: www.elearningpapers.eu es/by-nc-nd/3.0/ ing earn eLearning Papers • ISSN: 1887-1542 • www.elearningpapers.eu eL ers 25 u ers.e gpap .elea rnin n.º 25 • July 2011 Pap www 4