Sunday, June 19, 2016

Gamification Trends

One of the trends in instructional technology that I found interesting in my field of early childhood special education is gamification.  One way to define gamification in education is to understand it as a strategy to maximize motivation, engagement, and learning by using elements of video game elements.  I think this is an important element in general to embed in education as schools are plagued with high drop-out rates and a sense that current approaches are not effective in reaching today’s students.  Furthermore, I think it is a particularly important element to embed in special education in order to provide students with a sense of control, choice, progress, feedback, and perseverance.

Gamification in special education has been shown to impact learning outcomes as a reward system, as an equalizer among students, as a way to differentiate learning outcomes, as a venue for cooperative learning, and as a way to adapt to and accommodate student learning needs. Games can address multiple developmental domains including literacy, math, communication skills, and social skills.  With the use of avatars it has been demonstrated that games can even improve socialization skills for children with autism due to the motivational component of play the games.  These skills have historically been difficult to enhance and to generalize for students with disabilities.

As an instructional technologist, teacher trainer, and special educator, I want to keep up with this trend by initially attending conferences that are focused on the topic and subsequently networking with others in the field who are finding and using apps in this area.  I am not a game developer, but with exposure to and awareness of what is available, I think I can find ways to adapt games for different populations of young children in order to address their educational and social challenges.  I can be a conduit to teachers in the field who may be too busy to explore the relevant apps for the children in their classroom.

Provide three resources (an article, web url and a video) that provide more information on this trend and explain why these resources stood out to you.

In this video, researchers are explaining the development and utilization of a video game that uses facial recognition to improve the social skills of people with autism.  By developing avatars who express various emotions, the gamer matches that emotion with their own facial expression.  The software then provides feedback to the gamer as he/she learns a sense of emotional empathy.

This website provides evidence for the impact of specific therapeutic video games
for children with autism.  I particularly liked the discussion about the best tools to use, the strategies used, and the skills that can be enhanced by gaming.

Bosseler, A., & Massaro, D. (2003). Development and evaluation of a computer-animated tutor for vocabulary and language training in children with autism.  Journal of Autism and Developmental Disorders, 33, 653-672.

This article provided background about the topic of gamification in promoting learning outcomes for children with autism.  I particularly liked it as it detailed a specific game in terms of the elements that addressed skills in vocabulary and grammar.  For example, it reviewed several studies that used different experimental designs to investigate outcomes in using gamified visual cues to encourage children with autism to attend longer, to actively engage in the activities more frequently, to enjoy interacting with the game, and to subsequently strengthen reading and communication skills.

Design one activity using this trend that can be applied for teaching and learning. The activity that I would use in the area of gamification would be one of the more social forms of gaming for the population of children with autism.  I would like to work with teachers and invite them to use something like “What to Choose” or “Faces” where students are presented with social dialog and visuals on the topic of human responses to sad and happy interactions, and identify the avatars expressing the correct emotion.  This would meet the IEP goals of many children with autism in the area of social communication and social-emotional development which are otherwise difficult to teach and transfer.  Children in inclusive settings could be paired with typical peers and an iPad.  Parents could also be included in terms of information about the game so that they could reinforce its use at home.


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