Flow, Fun and Frame in the Classroom: Redefining the Engagement and Self-Determination of Students with Intellectual Disability through Games

M. Saridaki, C. Mourlas
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引用次数: 2

Abstract

The purpose of special education for students with intellectual disability is not only to introduce and improve academic skills but mainly to enhance the quality of the children's life and promote their autonomy and self-determination. Games have been used in special education classrooms as tools of gratification and extrinsic motivation. Contemporary game theorists have gone further to suggest that there is a mapping between the model of learning motivation and the experience of playing digital games. However the question remains: What happens in an educational setting when games are introduced, are digital games able to become an agent of change, enhance self-determination and the willpower to learn for students with intellectual disability? In order to address these questions, we ran a three years old qualitative study with students with mild and moderate intellectual disability and their educators, using games in different educational settings. Different games and different empirical tools such as interviews, focus groups, videos and systematic observation were used, in order to gather information and document possible changes in the experience of the students as well as changes in their self-determination, engagement and motivation. Data were analysed using Analytic Induction and Erving Goffman's Frame Analysis as a tool of experiential analysis.
Flow, Fun and Frame in Classroom:通过游戏重新定义智障学生的参与度和自主性
智障学生特殊教育的目的不仅仅是引进和提高学业技能,更重要的是提高儿童的生活质量,促进他们的自主性和自决权。在特殊教育课堂中,游戏被用作满足和外在动机的工具。当代博弈论学家进一步提出,学习动机模型与玩数字游戏的体验之间存在映射关系。然而,问题仍然存在:当游戏被引入教育环境时,会发生什么?数字游戏是否能够成为变革的媒介,增强智障学生的自我决定和学习意志?为了解决这些问题,我们对轻度和中度智力残疾的学生及其教育工作者进行了为期三年的定性研究,在不同的教育环境中使用游戏。我们使用了不同的游戏和不同的经验工具,如访谈、焦点小组、视频和系统观察,以收集信息并记录学生经历中的可能变化,以及他们的自决、参与和动机的变化。数据分析采用分析归纳法和Erving Goffman的框架分析法作为经验分析工具。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
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