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Applying game design principles to social skills learning for students in special education

Published: 19 June 2010 Publication History

Abstract

Growing evidence suggests that games can be a highly effective and motivating framework for learning. Digital games are increasingly prevalent in today's classrooms, and game-based learning is emerging as a successful means of reaching students who often struggle to succeed through more traditional approaches. For example, students with autism face a unique set of challenges and goals in the context of classroom learning. Principles of well-designed games offer a powerful framework for designing new types of learning experiences for students with autism. Moreover, recent innovations in computing interfaces have also lead to new forms of socio-collaborative experiences with digital media. This article introduces our recent case study in applying game-based learning in Special Education. We will present the learning scenario goals and implementation, focusing on how this work successfully applied well-designed game principles to this context. We briefly describe our evaluation methodology and preliminary results.

References

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Gee, J. P. What video games have to teach us about learning and literacy. Palgrave Macmillan, New York, 2003.
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Grandin, T. Thinking in pictures and other reports from my life with autism. Doubleday, New York, 1995.
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Gutstein, S. et al. Relationship development intervention with young children social and emotional development activities for Asperger syndrome, autism, PDD, and NDL. Jessica Kingsley Pub., London, 2002.
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Hatton, S., et al. Stratification: embodied poetry works by high school students. In Proceedings of the 7th ACM Conference on Creativity and Cognition, Berkeley, California, October 27--29, 2009.
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Hoffmann, L. Learning through games. Communications of the ACM, 52, 8, 2009, p. 21--22.
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Marti, P., et al. Creative interactive play for disabled children. In Proceedings of the Proceedings of the 8th International Conference on Interaction Design and Children, Como, Italy, 2009.
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Parés, N., et al. MEDIATE: An interactive multisensory environment for children with severe autism and no verbal communication. In Proceedings of the 3rd International Workshop on Virtual Rehabilitation, September 16--17, 2004.
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Cited By

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  • (2024)Towards Designing Digital Learning Tools for Students with Cortical/Cerebral Visual Impairments: Leveraging Insights from Teachers of the Visually ImpairedProceedings of the 26th International ACM SIGACCESS Conference on Computers and Accessibility10.1145/3663548.3675636(1-18)Online publication date: 27-Oct-2024
  • (2020)Scope of Virtual Reality to Autism InterventionA Computational View of Autism10.1007/978-3-030-40237-2_4(83-130)Online publication date: 28-Jul-2020
  • (2011)MeecoProceedings of the 2011 IEEE International Conference on Multimedia and Expo10.1109/ICME.2011.6012219(1-6)Online publication date: 11-Jul-2011

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  1. Applying game design principles to social skills learning for students in special education

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    FDG '10: Proceedings of the Fifth International Conference on the Foundations of Digital Games
    June 2010
    306 pages
    ISBN:9781605589374
    DOI:10.1145/1822348
    Permission to make digital or hard copies of all or part of this work for personal or classroom use is granted without fee provided that copies are not made or distributed for profit or commercial advantage and that copies bear this notice and the full citation on the first page. Copyrights for components of this work owned by others than ACM must be honored. Abstracting with credit is permitted. To copy otherwise, or republish, to post on servers or to redistribute to lists, requires prior specific permission and/or a fee. Request permissions from [email protected]

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    • Microsoft: Microsoft
    • SASDG: Society for the Advancement of the Study of Digital Games

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    Association for Computing Machinery

    New York, NY, United States

    Publication History

    Published: 19 June 2010

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    Author Tags

    1. autism
    2. game design principles
    3. inclusion
    4. social interaction

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    • SASDG

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    View all
    • (2024)Towards Designing Digital Learning Tools for Students with Cortical/Cerebral Visual Impairments: Leveraging Insights from Teachers of the Visually ImpairedProceedings of the 26th International ACM SIGACCESS Conference on Computers and Accessibility10.1145/3663548.3675636(1-18)Online publication date: 27-Oct-2024
    • (2020)Scope of Virtual Reality to Autism InterventionA Computational View of Autism10.1007/978-3-030-40237-2_4(83-130)Online publication date: 28-Jul-2020
    • (2011)MeecoProceedings of the 2011 IEEE International Conference on Multimedia and Expo10.1109/ICME.2011.6012219(1-6)Online publication date: 11-Jul-2011

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