Books and journals Case studies Expert Briefings Open Access
Advanced search

Search results

1 – 1 of 1
To view the access options for this content please click here
Article
Publication date: 7 November 2017

Serious games in K-12 education: Benefits and impacts on students with attention, memory and developmental disabilities

George Papanastasiou, Athanasios Drigas, Charalabos Skianis and Miltiadis D. Lytras

The purpose of this paper is to explore the integration of serious games (SGs) in the area of special educational needs in the last ten years (2007-2017).

HTML
PDF (195 KB)

Abstract

Purpose

The purpose of this paper is to explore the integration of serious games (SGs) in the area of special educational needs in the last ten years (2007-2017).

Design/methodology/approach

SGs indicate positive effects on students with special educational needs and promote a multi-sensory style of learning.

Findings

Research showed that SGs are able to keep K-12 education students with attention, memory and developmental disabilities engaged in classroom facilities scaffolding their learning through increased motivation, independence, autonomy and resultant self-esteem.

Research limitations/implications

Time constraints, cost and availability of appropriate games as well as the small sample of the individuals being investigated are some of the research limitations the paper refers to.

Practical implications

Learning through SGs has educational values that are based on learning concepts intrinsically motivating.

Social implications

Students with attention, memory and developmental disabilities demonstrate characteristics of engagement, creativity, control and communication.

Originality/value

SGs-based learning has proven its value added to students with attention, memory and executive control difficulties as well as mental or developmental disabilities engaging students better than when using traditional methods.

Details

Program, vol. 51 no. 4
Type: Research Article
DOI: https://doi.org/10.1108/PROG-02-2016-0020
ISSN: 0033-0337

Keywords

  • Attention
  • Serious games
  • Memory
  • Game-based learning
  • Interactive technologies
  • Special education needs

Access
Only content I have access to
Only Open Access
Year
  • All dates (1)
Content type
  • Article (1)
1 – 1 of 1
Emerald Publishing
  • Opens in new window
  • Opens in new window
  • Opens in new window
  • Opens in new window
© 2021 Emerald Publishing Limited

Services

  • Authors Opens in new window
  • Editors Opens in new window
  • Librarians Opens in new window
  • Researchers Opens in new window
  • Reviewers Opens in new window

About

  • About Emerald Opens in new window
  • Working for Emerald Opens in new window
  • Contact us Opens in new window
  • Publication sitemap

Policies and information

  • Privacy notice
  • Site policies
  • Modern Slavery Act Opens in new window
  • Chair of Trustees governance statement Opens in new window
  • COVID-19 policy Opens in new window
Manage cookies

We’re listening — tell us what you think

  • Something didn’t work…

    Report bugs here

  • All feedback is valuable

    Please share your general feedback

  • Member of Emerald Engage?

    You can join in the discussion by joining the community or logging in here.
    You can also find out more about Emerald Engage.

Join us on our journey

  • Platform update page

    Visit emeraldpublishing.com/platformupdate to discover the latest news and updates

  • Questions & More Information

    Answers to the most commonly asked questions here