Exploring the impact and acceptability of gamified tools to address educational needs in decoding and writing skills: A pilot study

IF 2.6 2区 医学 Q1 EDUCATION, SPECIAL Research in Developmental Disabilities Pub Date : 2025-03-13 DOI:10.1016/j.ridd.2025.104967
Francesca Anderle , Angela Cattoni , Paola Venuti , Angela Pasqualotto
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Abstract

The use of assistive technology in the field of inclusive education has expanded significantly. This exploratory study examines the impact and acceptability of two gamified digital tools in enhancing motivation and engagement, as well as supporting the acquisition of decoding and writing skills over a 12-hour intervention period. The project involves children aged 8–10 years old with special educational needs (SEN) in school and clinical settings. After confirming no significant differences in learning outcomes between the two gamified tools in a cohort of 67 neurotypical children, the study proceeds to analyse performance across various groups. Firstly, a comparison is made between neurotypical students and those with SEN in schools. Secondly, performance is compared between groups of children with SEN who underwent training either collectively (14 students in a school setting) or individually (15 students in a children’s centre). Preliminary results indicate improvements in decoding fluency, accuracy, and writing skills across groups, with a high level of acceptance reported by participants. However, the lack of statistical significance in some measures, particularly among SEN groups, highlights the need for personalised approaches and further investigation. These findings emphasise the potential of gamified interventions as complementary tools to traditional methods, promoting inclusivity and motivation in diverse learning environments. Future research should validate these outcomes through larger samples and randomised controlled trials to better understand the impact of gamification on learning processes.
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探索游戏化工具在解决解码和写作技能教育需求方面的影响和可接受性:一项试点研究
辅助技术在全纳教育领域的应用已显著扩大。本探索性研究考察了两种游戏化数字工具在提高动机和参与度方面的影响和可接受性,以及在12小时的干预期间支持解码和写作技能的获得。该项目涉及在学校和临床环境中有特殊教育需要(SEN)的8-10岁儿童。在确认67名神经正常儿童的队列中,两种游戏化工具之间的学习结果没有显著差异后,研究继续分析不同组的表现。首先,对学校的神经正常学生和特殊教育学生进行了比较。其次,比较两组特殊教育儿童的表现,这些儿童接受了集体训练(14名学生在学校环境中)或单独训练(15名学生在儿童中心)。初步结果表明,解码的流畅性、准确性和写作技巧在各组中都有提高,参与者报告的接受程度很高。然而,在一些测量中缺乏统计意义,特别是在SEN组中,突出了个性化方法和进一步调查的必要性。这些发现强调了游戏化干预作为传统方法的补充工具的潜力,在不同的学习环境中促进包容性和动机。未来的研究应该通过更大的样本和随机对照试验来验证这些结果,以更好地理解游戏化对学习过程的影响。
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来源期刊
CiteScore
5.50
自引率
6.50%
发文量
178
期刊介绍: Research In Developmental Disabilities is aimed at publishing original research of an interdisciplinary nature that has a direct bearing on the remediation of problems associated with developmental disabilities. Manuscripts will be solicited throughout the world. Articles will be primarily empirical studies, although an occasional position paper or review will be accepted. The aim of the journal will be to publish articles on all aspects of research with the developmentally disabled, with any methodologically sound approach being acceptable.
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