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Using Digital Game-Based Learning for Students with Intellectual Disabilities – A Systematic Literature Review
Volume 19, Issue 2 (2020), pp. 323–341
Kristian STANČIN   Nataša HOIĆ-BOŽIĆ   Sanja SKOČIĆ MIHIĆ  

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https://doi.org/10.15388/infedu.2020.15
Pub. online: 15 June 2020      Type: Article      Open accessOpen Access

Published
15 June 2020

Abstract

The purpose of this systematic literature review is to explore the area of digital Game-Based Learning (GBL) for students with intellectual disabilities as a tool that enables positive impact on learning and mastering specific skills in order to make recommendations for future research. Twenty-one studies were selected from different databases. The results showed that the most common type of game was serious game, and the most common used technology was PC with additional equipment, but tablets were also often used. In addition, the studies were more focused on the development of cognitive abilities rather than of adaptive skills.

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Open access article under the CC BY license.

Keywords
Game-based Learning educational games serious games intellectual disabilities

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INFORMATICS IN EDUCATION

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