Potentials for Video Games to be Used in Educational Settings to Support the Needs of Students with Learning Disabilities With the widespread popularity of video games across various age groups, the ideas conveyed through them hold the potential to subtly influence a significant number of players. Due to their potential to help learning and development, video games have attracted a numerous amount of attention lately. Although they were primarily seen as simply a kind of entertainment, their immersive qualities have made them a desirable teaching tool, especially for individuals with learning impairments. This essay will deeply discuss how the educational setting of games can contribute to students with learning disabilities. The most important limitation lies in the fact that the majority of games on the app market that target underprivileged groups now target the LGBTQ+ community, thus it is necessary to find a special strategy to support their social inclusion. However, games with educational implications would be a fruitful area for further work. My research question will be “how games will be utilized in educational settings to help those individuals with learning difficulties?”. By providing an interactive, personalized, healing, and engaging learning environment, video games can address the unique needs of anyone who has a learning disability and enhance their educational experience. By giving players a platform for customization and pushing them to construct their own constructions, the authors conclude their examination of Minecraft that it fosters players' imagination and creativity. (Neble and Sascha, 359) Notably, when building one's world in Minecraft, there is an educational mode that the player may activate. In this mode, numerous items that are not available in the regular mode are made available in the game's item bar. For instance, the Redstone in the game's educational mode simulates actual physical circuits and the periodic table of elements also appears in the education mode. Also, abstract the materials used in chemical experiments into video game assets so that players may easily mimic physics experiments in real life.(Neble and Sascha, 361) Additionally, in the context of game design, fostering a culture of inclusivity and amiability can catalyze aiding individuals with learning disabilities to feel validated and supported whilst participating in gaming activities. To promote constructive social dynamics among players, game developers may implement mechanisms that incentivize prosocial conduct and mitigate adverse behavior. Moreover, players may benefit from customized interfaces and analytical tools that offer real-time feedback on their performance, such as post-level scoring or goal-tracking, which can be particularly advantageous for students with learning disabilities. The investigation of the previous statement has clearly demonstrated that it is clear that video games can provide an individualized platform for players with academic disabilities, and enhance their educational experiences. Students can gain a sense of accomplishment by playing video games, which can help with retention and long-term learning results. In a set game, players feel a strong sense of accomplishment and more confidence as they complete each task, and this confidence can subconsciously build the self-esteem of people with learning disabilities. At the same time, video games can offer some degree of privacy and anonymity, which might lessen the social stigma. In the book, the authors state that "the challenge of climbing a virtual mountain is as real as the challenge of climbing a real mountain (although the activities themselves are clearly different). The simulation is as real as what it simulates" (Gibbons, 9). In addition, the combination of soft music and relaxing backgrounds in video games "the exhilarating music of the game urges the player to keep going, especially during its rapid movements, aiming to create a sense of immersion rather than hinder it" (Gibbons, 11), making the population using it interested in this way of learning. This study has found that persons with learning difficulties can be completely engaged in an egalitarian setting by video games' outstanding attraction. The best instructors for persons with learning difficulties are their interests and hobbies, which can raise their educational attainment. The engaging learning environment can also support the needs of students with learning disabilities. Video games allow people with learning disabilities to feel the joy of success through a strong sense of immersion. "Simulations must allow students to play real roles and experience the importance of their decisions and actions. In other words, relevance is critical to participation" (Elizabeth 6), the authors emphasize the immersion of the user, which effectively blocks out external distractions and allows individuals with learning disabilities to focus on what they are learning. In addition, "simply reproducing the main features or behaviors of an event does not necessarily translate it into a simulation." (Elizabeth 8), which then requires the user to carefully analyze each element of the educational game that helps to deepen the firmness of the knowledge acquired by the person with learning disabilities. Accordingly, games with a high level of vicariousness and participation can potentially improve the quality of learning for people with learning disabilities. Video games also have a healing effect, which can certainly be of great help to people with learning disabilities. According to the Computerized CBT approach "cCBT is a method of delivering social media through a computer or tablet at home or in a healthcare setting "(Cooney, Patricia, et. al. 2), by creating games with potential pointers to guide people with learning disabilities to understand and think in the right way, this approach has been shown to be effective in the long run, as the authors state in their article "First, it was determined whether the cCBT intervention led to statistically significant improvements in indicators of anxiety, depression, and mental health symptoms from pre-treatment to post-treatment to 3-month follow-up." (Cooney, Patricia, et. al. 4). Video games have been found to have positive effects on mental cognition. Furthermore, certain video games necessitate the coordination of hand and finger movements with visual input, which can enhance this kind of ability in individuals with learning disabilities. This improvement can lead to benefits in activities such as handwriting, typing, and sports. As a result, these games can be instrumental in helping individuals with learning disabilities integrate into mainstream society more effectively. It is easy to see from this that video games can fundamentally guide the thinking of people with learning disabilities, making them better educated later in life. Video games can take good care of every user who joins the game. In other words, each person with a learning disability has a different situation and degree of disability. In reality, it would take a lot of manpower and resources to take care of all of them. In the game, we can analyze what mode is the most suitable for a particular person with learning disabilities based on the performance of each user in the game. "In each scenario, the age and pathology of the participants are heterogeneous. However, the situation with each student is based on their potential and how they are assisted to play, learn and share." (Mariel Ivonne Contreras, et al. 3). The method given by the authors in the article state that the pairing of modes with the individual player can serve to sustain a sense of novelty and stimulation within the gaming experience. Furthermore, updates to video games can be employed to introduce novel features, resolve technical issues, and ensure the equilibrium of gameplay mechanics to accommodate the needs of diverse user demographics, while concurrently establishing a unique experience for every learning disability person. The study contributes to the understanding that tailoring the education to the individual has a positive effect on overall education. Video games can serve as a motivation for people with learning disabilities to continue learning. The example in the article describes "Children need to pose and maintain it for as long as possible. Although laughter and chat initially dominated the classroom, over time, children will enter the game and try their best to surpass their peers!" (Cardoso Leite, et al., 2). The innate competitive nature of humans will serve as a driving force to support them in their continued efforts in difficult times. The benign competition led by this competitive spirit has great benefits for each individual in the collective, which is also confirmed by the experimental results in the article:" Using such games, Binet's guess, is the key to allowing students who fail in the school system to catch up with two school years in one school year! "(Cardoso Leite, et al., 5). The gaming environment offers a setting beyond mere competition simultaneously, wherein collaborative gameplay may facilitate opportunities for learners with learning disabilities to connect with peers and hone their social skills. Furthermore, the establishment of interpersonal bonds through friendship may foster a mutually supportive relationship that motivates individuals to engage in collective self-improvement. To sum up, individuals with learning disabilities may find resources in video games to keep pursuing learning. The inclusion of video games in educational settings for students with learning disabilities requires careful consideration and planning. Educators must ensure that games are selected based on their educational value, are aligned with specific learning objectives, and are integrated into broader educational programs. They should also ensure that games are accessible and inclusive for all students, including those with physical and cognitive disabilities. Overall, the use of video games in educational settings has the potential to improve learning outcomes for students with learning disabilities. By providing an interactive, personalized, and engaging learning environment, Simultaneously, video games possess the potential to instill motivation and confidence within these students, as well as to serve as a subconscious form of therapy that facilitates their integration into mainstream society. To sum up, all the aspects listed above can prove that video Games are an effective tool to be used in educational settings to support the needs of students with learning disabilities Reference Cardoso-Leite, et al. "Video game play, attention, and learning", vol. 27, no. 2, April 2014, pp. 185-191. Current Opinion in Neurology. DOI: 10.1097/WCO.0000000000000077. Cooney, Patricia, et al. "Computerised cognitive–behavioural Therapy for Adults with Intellectual Disability: Randomised Controlled Trial." The British Journal of Psychiatry Vol 21, no.2, 2017, pp:95-102. ProQuest. DOI: https://www.proquest.com/docview/2315615149? accountid=14656&pq-origsite=summon Elizabeth S. Simpson. “Video Games as Learning Environments for Students with Learning Disabilities.” Children, Youth and Environments, vol. 19, no. 1, 2009, pp. 306–19. JSTOR, URL: http://www.jstor.org/stable/10.7721/chilyoutenvi.19.1.0306. Gibbons, Sarah. “Disability, Neurological Diversity, and Inclusive Play: An Examination of the Social and Political Aspects of the Relationship between Disability and Games.” The Journal of the Canadian Game Studies Association, vol. 9, number 14, 2015, pp. 25-39 Mariel Ivonne Contreras, et al. “Videogame-based tool for learning in the motor, cognitive and socio-emotional domains for children with Intellectual Disability.”Entertainment Computing Vol. 30, May 2019, pp. 18-27. DOI: https://doi.org/10.1016/j.entcom.2019.100301 Steve Nebel, Sascha Schneider, & Günter Rey, (2016).“Mining Learning and Crafting Scientific Experiments:A Literature Review on the Use of Minecraft in Education and Research.”Educational Technology & Society, 19 (2), 355–366 DOI:https://www. proquest.com/docview/1792129410?pq-origsite=summon&accountid=14656
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