Pregled bibliografske jedinice broj: 1147672
Digital games for acquiring everyday life skills for students with intellectual disabilities
Digital games for acquiring everyday life skills for students with intellectual disabilities // Proceedings of the 15th European Conference on Game Based Learning ECGBL 2021 / Fotaris, Panagiotis (ur.).
Brighton, 2021. str. 927-930 (poster, međunarodna recenzija, cjeloviti rad (in extenso), znanstveni)
CROSBI ID: 1147672 Za ispravke kontaktirajte CROSBI podršku putem web obrasca
Naslov
Digital games for acquiring everyday life skills for students with intellectual disabilities
Autori
Stančin, Kristian ; Hoić-Božić, Nataša ; Holenko Dlab, Martina
Vrsta, podvrsta i kategorija rada
Radovi u zbornicima skupova, cjeloviti rad (in extenso), znanstveni
Izvornik
Proceedings of the 15th European Conference on Game Based Learning ECGBL 2021
/ Fotaris, Panagiotis - Brighton, 2021, 927-930
ISBN
978-1-914587-13-9
Skup
15th European Conference on Game Based Learning ECGBL 2021
Mjesto i datum
Brighton, Ujedinjeno Kraljevstvo, 24.09.2021. - 25.09.2021
Vrsta sudjelovanja
Poster
Vrsta recenzije
Međunarodna recenzija
Ključne riječi
Digital Games, Intellectual Disabilities, Everyday Skills, Domain Ontology
Sažetak
The process of upbringing and educating students with intellectual disabilities (ID) should be based on an individualized approach to learning. This can be achieved through the use of game-based learning, which allows presentation of certain educational content in an appropriate way. In this sense, digital games can be a good mediator in the development of everyday life skills, as they can be used to simulate everyday situations (e.g. shopping, dressing, eating, personal hygiene), which allows students with ID to become more independent in life. The aim of this work in progress is to provide an overview of digital games that enable the acquisition of everyday life skills for students with ID. The presented research highlights the importance of digital games in the upbringing and education of students with ID as well as the importance of finding games that are suitable for the individual needs of students with ID. Throughout the work, a number of digital games are presented and their features that make these games suitable for use by students with ID are described. This overview will play an important role in subsequent research steps – in developing an ontology that more formally describes the individual needs of students with ID and the requirements that a game must have in order to be compatible for playing by students with ID.
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