A Pilot Study for the Application of Gamification to Special Education: Focusing on a student at risk of brain injuries

Byungkeon Kim
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Abstract

As a pilot study for the application of gamification to special education, this study aimed to investigate the effects of applicability of a gamification-based augmented reality intervention for a student at risk of brain injuries. To this end, the Quiver developed based on gamification was used to verify the effects at baseline, intervention, and maintenance phases, and typological analysis was adopted to examine how gamification elements work on gamification has a significant effect on a student at risk of brain injuries. It was also confirmed that gamification elements work positively on the intervention. Based on the results of the study, the applicability of gamification on special education was discussed. Lastly, the limitations of this study were presented, based on which future studies were suggested.
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游戏化应用于特殊教育的试点研究:关注一名有脑损伤风险的学生
作为游戏化在特殊教育中应用的试点研究,本研究旨在探讨基于游戏化的增强现实干预对有脑损伤风险的学生的适用性的影响。为此,基于游戏化开发的箭袋被用于验证基线、干预和维持阶段的效果,并采用类型学分析来研究游戏化元素如何在游戏化对有脑损伤风险的学生产生重大影响方面发挥作用。研究还证实,游戏化元素在干预中发挥了积极作用。在此基础上,探讨了游戏化在特殊教育中的适用性。最后,提出了本研究的局限性,并在此基础上对未来的研究提出了建议。
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