Outcomes for design and learning when teenagers with autism codesign a serious game: A pilot study.

Abstract: Digital educational games research tends to lack ecological validity by not adequately taking into account the views and perspectives of children and young people with autism spectrum disorders (ASD). This paper is a pilot study that explores and analyses an academic‐based educational game...

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Publicado en:Journal of Computer Assisted Learning Vol. 34; no. 3; pp. 293 - 306
Autores principales: Bossavit, B., Parsons, S.
Formato: pictorial research tables/charts Journal Article
Publicado: Wiley-Blackwell Jun2018
Acceso en línea:Ver este registro en EBSCOhost
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      dt: Jun2018
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      pub: Wiley-Blackwell
      place: Malden, Massachusetts
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        10.1111/jcal.12242
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        atl: Outcomes for design and learning when teenagers with autism codesign a serious game: A pilot study.
      aug:
        au:
          Bossavit, B.
          Parsons, S.
        affil: Public University of Navarre, Spain
      sug:
        subj:
          Autism Spectrum Disorder
          Video Games
          Computer-Aided Design
          Geographic Locations
          Learning Evaluation
          Motivation
          Interpersonal Relations
          Social Behavior
          Human
          Pilot Studies
          Action Research
          Male
          Child
          Adolescence
          United Kingdom
          Female
          Videorecording
          Questionnaires
          Coefficient alpha
          Child: 6-12 years
          Adolescent: 13-18 years
          Male
          Female
      ab: Abstract: Digital educational games research tends to lack ecological validity by not adequately taking into account the views and perspectives of children and young people with autism spectrum disorders (ASD). This paper is a pilot study that explores and analyses an academic‐based educational game that was co‐designed with and for young people with ASD. The serious game aims to help the players learn Geography‐specific knowledge and integrates several strategic features so that users can collaborate together against the computer or compete against each other. The educational game was evaluated over 5 sessions by 3 peer teams from 2 different special educational institutions, involving a total of 6 students with ASD. The participants were positive about their enjoyment, motivation, and social engagement. The results showed that the players' level of competitiveness not only influenced the experience within the game but also the interaction within the peer teams. The game mechanisms did help the participants with ASD increase their knowledge in Geography content. The main conclusion is that there are considerable benefits of including children with ASD in the design process and future research should explore more fully on how their involvement can enhance curriculum‐based learning as well as social engagement within the classroom.
      pubtype: Academic Journal
      doctype:
        pictorial
        research
        tables/charts
        Journal Article
      ougenre: Article
    language: English
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