{"title":"A Pilot Study for the Application of Gamification to Special Education: Focusing on a student at risk of brain injuries","authors":"Byungkeon Kim","doi":"10.22874/KABA.2020.7.1.79","DOIUrl":null,"url":null,"abstract":"\n\nAs a pilot study for the application of gamification to special education, this study aimed to investigate the effects of applicability of a gamification-based augmented reality intervention for a student at risk of brain injuries. To this end, the Quiver developed based on gamification was used to verify the effects at baseline, intervention, and maintenance phases, and typological analysis was adopted to examine how gamification elements work on gamification has a significant effect on a student at risk of brain injuries. It was also confirmed that gamification elements work positively on the intervention. Based on the results of the study, the applicability of gamification on special education was discussed. Lastly, the limitations of this study were presented, based on which future studies were suggested.\n","PeriodicalId":132513,"journal":{"name":"Journal of Behavior Analysis and Support","volume":"39 1","pages":"0"},"PeriodicalIF":0.0000,"publicationDate":"2020-04-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":"0","resultStr":null,"platform":"Semanticscholar","paperid":null,"PeriodicalName":"Journal of Behavior Analysis and Support","FirstCategoryId":"1085","ListUrlMain":"https://doi.org/10.22874/KABA.2020.7.1.79","RegionNum":0,"RegionCategory":null,"ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":null,"EPubDate":"","PubModel":"","JCR":"","JCRName":"","Score":null,"Total":0}
引用次数: 0
Abstract
As a pilot study for the application of gamification to special education, this study aimed to investigate the effects of applicability of a gamification-based augmented reality intervention for a student at risk of brain injuries. To this end, the Quiver developed based on gamification was used to verify the effects at baseline, intervention, and maintenance phases, and typological analysis was adopted to examine how gamification elements work on gamification has a significant effect on a student at risk of brain injuries. It was also confirmed that gamification elements work positively on the intervention. Based on the results of the study, the applicability of gamification on special education was discussed. Lastly, the limitations of this study were presented, based on which future studies were suggested.