Cargando…
Development and Evaluation of Intelligent Serious Games for Children With Learning Difficulties: Observational Study
BACKGROUND: Positive results can be obtained through game-based learning, but children with physical disabilities have fewer opportunities to participate in enjoyable physical activity. Because intelligent serious games can provide personalized learning opportunities, motivate the learner, teach 21s...
Autores principales: | , , , , |
---|---|
Formato: | Online Artículo Texto |
Lenguaje: | English |
Publicado: |
JMIR Publications
2020
|
Materias: | |
Acceso en línea: | https://www.ncbi.nlm.nih.gov/pmc/articles/PMC7193434/ https://www.ncbi.nlm.nih.gov/pubmed/32297864 http://dx.doi.org/10.2196/13190 |
_version_ | 1783528197122424832 |
---|---|
author | Flogie, Andrej Aberšek, Boris Kordigel Aberšek, Metka Sik Lanyi, Cecilia Pesek, Igor |
author_facet | Flogie, Andrej Aberšek, Boris Kordigel Aberšek, Metka Sik Lanyi, Cecilia Pesek, Igor |
author_sort | Flogie, Andrej |
collection | PubMed |
description | BACKGROUND: Positive results can be obtained through game-based learning, but children with physical disabilities have fewer opportunities to participate in enjoyable physical activity. Because intelligent serious games can provide personalized learning opportunities, motivate the learner, teach 21st-century skills, and provide an environment for authentic and relevant assessment, they may be used to help children and adolescents with different kinds of learning disabilities to develop social and cognitive competences. OBJECTIVE: The aim of the study was to produce and evaluate a suite of intelligent serious games based on accessible learning objectives for improving key skills, personal development, and work sustainability among children with learning difficulties. METHODS: We conducted this research between 2016 and 2018, with pupils aged 11 to 12 years with learning disabilities who were integrated into the mainstream educational system. We used a 4-step methodology to develop learner creativity and social competences: (1) needs analysis, (2) development of learning content, (3) development of intelligent serious games, and (4) a usability evaluation focusing on the research questions and hypothesis. This was based on an initial teachers’ evaluation, using a survey, of students using 2 of the games, where the main goal was to determine user motivation and initiative and to improve the games and the evaluation process. The initial evaluation was followed by a pilot evaluation, which was performed for all proposed games, in all partner countries. RESULTS: In an initial evaluation with 51 participants from Slovenia consisting of a pretest, followed by intelligent serious game intervention and concluding with a posttest, we observed statistically significant improvement in social and cognitive competences measured by tests. Based on these findings and observations, we improved the games and evaluation process. In the pilot test, conducted in all participating countries on a sample of 93 participants, the mean score on the teachers’ observation form on the pretest (before students began using the intelligent serious games) was 3.9. In the posttest, after students had used intelligent serious games, the mean score was 4.1. CONCLUSIONS: We focused on developing and evaluating intelligent serious games for persons with learning disabilities, particularly for students with disabilities who are integrated into the mainstream educational system. Such games provide an opportunity for personalized learning and should be tailored to ensure that every learner can achieve the highest standard possible. However, we recommend that the games be adapted based on the students’ needs and capabilities and a specially developed curriculum. The collected feedback showed that (1) children with learning disabilities need appropriately developed intelligent serious games, and (2) intelligent serious games, and the pertaining didactic methodology, should be based on an interoperable curriculum, so that teachers and trainers can use them. The student survey confirmed improvements in all aspects. |
format | Online Article Text |
id | pubmed-7193434 |
institution | National Center for Biotechnology Information |
language | English |
publishDate | 2020 |
publisher | JMIR Publications |
record_format | MEDLINE/PubMed |
spelling | pubmed-71934342020-05-05 Development and Evaluation of Intelligent Serious Games for Children With Learning Difficulties: Observational Study Flogie, Andrej Aberšek, Boris Kordigel Aberšek, Metka Sik Lanyi, Cecilia Pesek, Igor JMIR Serious Games Original Paper BACKGROUND: Positive results can be obtained through game-based learning, but children with physical disabilities have fewer opportunities to participate in enjoyable physical activity. Because intelligent serious games can provide personalized learning opportunities, motivate the learner, teach 21st-century skills, and provide an environment for authentic and relevant assessment, they may be used to help children and adolescents with different kinds of learning disabilities to develop social and cognitive competences. OBJECTIVE: The aim of the study was to produce and evaluate a suite of intelligent serious games based on accessible learning objectives for improving key skills, personal development, and work sustainability among children with learning difficulties. METHODS: We conducted this research between 2016 and 2018, with pupils aged 11 to 12 years with learning disabilities who were integrated into the mainstream educational system. We used a 4-step methodology to develop learner creativity and social competences: (1) needs analysis, (2) development of learning content, (3) development of intelligent serious games, and (4) a usability evaluation focusing on the research questions and hypothesis. This was based on an initial teachers’ evaluation, using a survey, of students using 2 of the games, where the main goal was to determine user motivation and initiative and to improve the games and the evaluation process. The initial evaluation was followed by a pilot evaluation, which was performed for all proposed games, in all partner countries. RESULTS: In an initial evaluation with 51 participants from Slovenia consisting of a pretest, followed by intelligent serious game intervention and concluding with a posttest, we observed statistically significant improvement in social and cognitive competences measured by tests. Based on these findings and observations, we improved the games and evaluation process. In the pilot test, conducted in all participating countries on a sample of 93 participants, the mean score on the teachers’ observation form on the pretest (before students began using the intelligent serious games) was 3.9. In the posttest, after students had used intelligent serious games, the mean score was 4.1. CONCLUSIONS: We focused on developing and evaluating intelligent serious games for persons with learning disabilities, particularly for students with disabilities who are integrated into the mainstream educational system. Such games provide an opportunity for personalized learning and should be tailored to ensure that every learner can achieve the highest standard possible. However, we recommend that the games be adapted based on the students’ needs and capabilities and a specially developed curriculum. The collected feedback showed that (1) children with learning disabilities need appropriately developed intelligent serious games, and (2) intelligent serious games, and the pertaining didactic methodology, should be based on an interoperable curriculum, so that teachers and trainers can use them. The student survey confirmed improvements in all aspects. JMIR Publications 2020-04-16 /pmc/articles/PMC7193434/ /pubmed/32297864 http://dx.doi.org/10.2196/13190 Text en ©Andrej Flogie, Boris Aberšek, Metka Kordigel Aberšek, Cecilia Sik Lanyi, Igor Pesek. Originally published in JMIR Serious Games (http://games.jmir.org), 16.04.2020. https://creativecommons.org/licenses/by/4.0/This is an open-access article distributed under the terms of the Creative Commons Attribution License (https://creativecommons.org/licenses/by/4.0/), which permits unrestricted use, distribution, and reproduction in any medium, provided the original work, first published in JMIR Serious Games, is properly cited. The complete bibliographic information, a link to the original publication on http://games.jmir.org, as well as this copyright and license information must be included. |
spellingShingle | Original Paper Flogie, Andrej Aberšek, Boris Kordigel Aberšek, Metka Sik Lanyi, Cecilia Pesek, Igor Development and Evaluation of Intelligent Serious Games for Children With Learning Difficulties: Observational Study |
title | Development and Evaluation of Intelligent Serious Games for Children With Learning Difficulties: Observational Study |
title_full | Development and Evaluation of Intelligent Serious Games for Children With Learning Difficulties: Observational Study |
title_fullStr | Development and Evaluation of Intelligent Serious Games for Children With Learning Difficulties: Observational Study |
title_full_unstemmed | Development and Evaluation of Intelligent Serious Games for Children With Learning Difficulties: Observational Study |
title_short | Development and Evaluation of Intelligent Serious Games for Children With Learning Difficulties: Observational Study |
title_sort | development and evaluation of intelligent serious games for children with learning difficulties: observational study |
topic | Original Paper |
url | https://www.ncbi.nlm.nih.gov/pmc/articles/PMC7193434/ https://www.ncbi.nlm.nih.gov/pubmed/32297864 http://dx.doi.org/10.2196/13190 |
work_keys_str_mv | AT flogieandrej developmentandevaluationofintelligentseriousgamesforchildrenwithlearningdifficultiesobservationalstudy AT abersekboris developmentandevaluationofintelligentseriousgamesforchildrenwithlearningdifficultiesobservationalstudy AT kordigelabersekmetka developmentandevaluationofintelligentseriousgamesforchildrenwithlearningdifficultiesobservationalstudy AT siklanyicecilia developmentandevaluationofintelligentseriousgamesforchildrenwithlearningdifficultiesobservationalstudy AT pesekigor developmentandevaluationofintelligentseriousgamesforchildrenwithlearningdifficultiesobservationalstudy |