Using Digital Game-Based Learning for Students with Intellectual Disabilities – A Systematic Literature Review Cover Image

Using Digital Game-Based Learning for Students with Intellectual Disabilities – A Systematic Literature Review
Using Digital Game-Based Learning for Students with Intellectual Disabilities – A Systematic Literature Review

Author(s): Kristian STANČIN, Natasa Hoic-Bozic, Sanja Skočić Mihić
Subject(s): Education, ICT Information and Communications Technologies
Published by: Vilniaus Universiteto Leidykla
Keywords: Game-based Learning; educational games; serious games; intellectual disabilities;

Summary/Abstract: The purpose of this systematic literature review is to explore the area of digital Game-Based Learning (GBL) for students with intellectual disabilities as a tool that enables positive impact on learning and mastering specific skills in order to make recommendations for future research. Twenty-one studies were selected from different databases. The results showed that the most common type of game was serious game, and the most common used technology was PC with additional equipment, but tablets were also often used. In addition, the studies were more focused on the development of cognitive abilities rather than of adaptive skills.

  • Issue Year: 19/2020
  • Issue No: 2
  • Page Range: 323-341
  • Page Count: 20
  • Language: English
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