An interactive E-book with an educational game for children with developmental disorders: A pilot user study
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Citations
Studying the effects of computer serious games on people with intellectual disabilities or autism spectrum disorder: A systematic literature review
Factors influencing microgame adoption among secondary school mathematics teachers supported by structural equation modelling-based research
A review of the use of computational technology in applied behavior analysis
Educational e-book for children with and without developmental disorders
Validation of Emotions as a Measure of Selective Attention in Children with Autism Spectrum Disorder
References
A systematic literature review of empirical evidence on computer games and serious games
The Gamification of Learning and Instruction: Game-Based Methods and Strategies for Training and Education
The Gamification of Learning and Instruction: Game-based Methods and Strategies for Training and Education
Video Games in Education
Related Papers (5)
Investigating the characteristics of educational computer games developed for children with autism: a project proposal
Frequently Asked Questions (13)
Q2. What are the goals of the game?
With the embedded game, their educational goals were to teach children basic vocabulary, foreign language vocabulary and school readiness concepts like identifying target objects (i.e. learn the vocabulary), counting objects from 1 to 10, identifying numbers 1-5, colors, and responding to inference questions (i.e. comprehension of the text).
Q3. What are the main types of games used for ASD treatment?
Serious games for ASD treatment are mainly aimed at teaching basic developmental skills, including communication, social behavior and conversation, imaginative skills, sensory integration, emotional expressions, etc. [30], [31], [32], [34], [35].
Q4. How many children attended the EDUS program?
Seven children attended a classroom with a student to teacher to teaching assistant ratio of 10:1:1, while three attended an 8:1:3 ratio classroom.
Q5. What was the overall goal of the interactive e-book?
The overall goal of the interactive e-book was enriching the reading/listening to narration, experience for children functioning on different levels and to provide an engaging learning environment to children with disabilities, especially multisensory needs of children with ASD.
Q6. How many LUs were required to master the game?
Criterion for mastery of the game was set at playing it once at a minimum of 90% accuracy, that is 33 out of 36 correct responses to the game tasks.
Q7. What did they find positive about the use of iPads in the classroom?
They found positive outcomes for each participant in a group using interactive e-books and teachers survey reveled that the students found iPads motivating, asked to use them as reinforcers, which in turn decreased their inappropriate behaviors in the classroom.
Q8. How many of the children who completed the postprobes were able to transfer their learned?
For 3 out of the 6 who completed, the authors conducted the postprobes, maintenance probes to test for the transfer of learned concepts to the natural environment.
Q9. What was the common level of behavior in the EDUS program?
All students in EDUS programs were grouped according to their levels of verbal behavior, so it would besafe to say that seven participants were speakers and listener, emergent readers and writer, while three were on a lower level of verbal behavior and were emergent speakers and listeners.
Q10. What are the main aspects of serious games for health?
In their paper they showed that playing computer (serious) games can have multiple positive cognitive, behavioral and motivational effects.
Q11. What are the main principles of design in a serious game?
In order to create serious games that foster learning there are some core principles of design in addition to understanding and applying principles of the learning theory.
Q12. What are the main principles of the design of an interactive e-book?
In developing the e-book, the authors paid close attention to these guidelines, and worked with the children story writer to create a main character, a wolf who falls in love and becomes a boy, while learning goals of recognizing colors, numbers, letters, counting, vocabulary building, etc. were embedded within the story, see Figure 1.
Q13. What was the teacher instructed to do during the game?
A teacher working with them was instructed to only get their attention to the game, read the questions and record student behaviors.