Using Digital Game-Based Learning for Students with Intellectual Disabilities – A Systematic Literature Review
Volume 19, Issue 2 (2020), pp. 323–341
Pub. online: 15 June 2020
Type: Article
Open Access
Published
15 June 2020
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.