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Pregled bibliografske jedinice broj: 1147664

The Importance of Using Digital Games for Educational Purposes for Students with Intellectual Disabilities


Stančin, Kristian; Hoić-Božić, Nataša
The Importance of Using Digital Games for Educational Purposes for Students with Intellectual Disabilities // Proceedings of the International Scientific Conference on Innovative Approaches to the Application of Digital Technologies in Education (SLET 2020) / Rugelj, Jože ; Lapina, Maria (ur.).
Stavropolj: CEUR-WS, 2020. str. 8-15 (plenarno, međunarodna recenzija, cjeloviti rad (in extenso), znanstveni)


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Naslov
The Importance of Using Digital Games for Educational Purposes for Students with Intellectual Disabilities

Autori
Stančin, Kristian ; Hoić-Božić, Nataša

Vrsta, podvrsta i kategorija rada
Radovi u zbornicima skupova, cjeloviti rad (in extenso), znanstveni

Izvornik
Proceedings of the International Scientific Conference on Innovative Approaches to the Application of Digital Technologies in Education (SLET 2020) / Rugelj, Jože ; Lapina, Maria - Stavropolj : CEUR-WS, 2020, 8-15

Skup
International Scientific Conference Innovative Approaches to the Application of Digital Technologies in Education and Research (SLET 2019)

Mjesto i datum
Stavropolj, Ruska Federacija, 20.05.2019. - 23.05.2019

Vrsta sudjelovanja
Plenarno

Vrsta recenzije
Međunarodna recenzija

Ključne riječi
digital games ; game-based learning ; serious games ; intellectual disabilities ; inclusion

Sažetak
Acquiring academic and practical skills for students with intellectual disabilities is a great challenge. The use of digital games and game-based simulations in order to accomplish certain learning outcomes can be a good mediator in adopting these skills. The aim of the paper is to present the field of digital games for students with intellectual disabilities by giving an overview of recent research in the field. The research is focused on finding how to define most important game concepts, how important are digital games in the education process of students with intellectual disabilities, and what is the purpose of existing games. Throughout the work, the following contributions have been made: the terms game-based learning, educational games, serious games were defined and connected them with the term intellectual disabilities, and new findings in using digital games in the upbringing and education of students with intellectual disabilities were pointed out. This paper also describes the research in the context of the project “Digital games in the context of learning, teaching and promoting inclusive education ; ” related to the possibilities of using games for students with intellectual disabilities.

Izvorni jezik
Engleski

Znanstvena područja
Informacijske i komunikacijske znanosti, Edukacijsko-rehabilitacijske znanosti



POVEZANOST RADA


Projekti:
NadSve-Sveučilište u Rijeci-uniri-drustv-18-130 - Digitalne igre u kontekstu učenja, poučavanja i promicanja inkluzivnog obrazovanja (DEGAMES) (Hoić-Božić, Nataša, NadSve - Natječaj za dodjelu sredstava potpore znanstvenim istraživanjima na Sveučilištu u Rijeci za 2018. godinu - projekti iskusnih znanstvenika i umjetnika) ( CroRIS)

Ustanove:
Fakultet informatike i digitalnih tehnologija, Rijeka

Poveznice na cjeloviti tekst rada:

ceur-ws.org

Citiraj ovu publikaciju:

Stančin, Kristian; Hoić-Božić, Nataša
The Importance of Using Digital Games for Educational Purposes for Students with Intellectual Disabilities // Proceedings of the International Scientific Conference on Innovative Approaches to the Application of Digital Technologies in Education (SLET 2020) / Rugelj, Jože ; Lapina, Maria (ur.).
Stavropolj: CEUR-WS, 2020. str. 8-15 (plenarno, međunarodna recenzija, cjeloviti rad (in extenso), znanstveni)
Stančin, K. & Hoić-Božić, N. (2020) The Importance of Using Digital Games for Educational Purposes for Students with Intellectual Disabilities. U: Rugelj, J. & Lapina, M. (ur.)Proceedings of the International Scientific Conference on Innovative Approaches to the Application of Digital Technologies in Education (SLET 2020).
@article{article, author = {Stan\v{c}in, Kristian and Hoi\'{c}-Bo\v{z}i\'{c}, Nata\v{s}a}, year = {2020}, pages = {8-15}, keywords = {digital games, game-based learning, serious games, intellectual disabilities, inclusion}, title = {The Importance of Using Digital Games for Educational Purposes for Students with Intellectual Disabilities}, keyword = {digital games, game-based learning, serious games, intellectual disabilities, inclusion}, publisher = {CEUR-WS}, publisherplace = {Stavropolj, Ruska Federacija} }
@article{article, author = {Stan\v{c}in, Kristian and Hoi\'{c}-Bo\v{z}i\'{c}, Nata\v{s}a}, year = {2020}, pages = {8-15}, keywords = {digital games, game-based learning, serious games, intellectual disabilities, inclusion}, title = {The Importance of Using Digital Games for Educational Purposes for Students with Intellectual Disabilities}, keyword = {digital games, game-based learning, serious games, intellectual disabilities, inclusion}, publisher = {CEUR-WS}, publisherplace = {Stavropolj, Ruska Federacija} }




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