Fostering the Life Skills of Learners With Intellectual Disabilities Using Interactive Technologies: A Motivational Model-Based Digital Game-Based Training Approach
{"title":"Fostering the Life Skills of Learners With Intellectual Disabilities Using Interactive Technologies: A Motivational Model-Based Digital Game-Based Training Approach","authors":"Chun-Chun Chang, Gwo-Jen Hwang, Liang-Shiou Ou","doi":"10.1111/jcal.70026","DOIUrl":null,"url":null,"abstract":"<div>\n \n \n <section>\n \n <h3> Background</h3>\n \n <p>For learners with intellectual disability, it is a challenge and crucial issue to foster their life skills. These learners generally encounter several problems during the learning process, such as difficulties paying and maintaining attention, difficulties with memory and application and slow learning ability. Life skills training can help them facilitate their physical functions, maintain cognitive memory ability and strengthen their ability to play a greater role in society.</p>\n </section>\n \n <section>\n \n <h3> Objective</h3>\n \n <p>Conventional training for learners with intellectual disabilities is generally taught with traditional lectures and demonstrations, which could lack interaction and immediate feedback. To address this issue, by referring to the attention, relevance confidence and satisfaction motivational model, a digital game-based training approach is proposed.</p>\n </section>\n \n <section>\n \n <h3> Method</h3>\n \n <p>To confirm the effectiveness of the approach, this study experimented with a life skills training course for learners with intellectual disabilities using a pre- and post-test design for 6 months. One class of learners comprised the experimental group trained with the digital game, while the other class was the control group that learned with conventional training. The learners' learning achievement, anxiety level, learning attitude, problem-solving tendency, learning satisfaction and learning perceptions were assessed.</p>\n </section>\n \n <section>\n \n <h3> Results and Conclusions</h3>\n \n <p>The findings indicate that digital game-based training enhanced the learning achievement, learning attitudes, problem-solving tendency and learning satisfaction of students with intellectual disabilities, while also reducing their anxiety levels.</p>\n </section>\n </div>","PeriodicalId":48071,"journal":{"name":"Journal of Computer Assisted Learning","volume":"41 2","pages":""},"PeriodicalIF":5.1000,"publicationDate":"2025-03-24","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":"0","resultStr":null,"platform":"Semanticscholar","paperid":null,"PeriodicalName":"Journal of Computer Assisted Learning","FirstCategoryId":"95","ListUrlMain":"https://onlinelibrary.wiley.com/doi/10.1111/jcal.70026","RegionNum":2,"RegionCategory":"教育学","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":null,"EPubDate":"","PubModel":"","JCR":"Q1","JCRName":"EDUCATION & EDUCATIONAL RESEARCH","Score":null,"Total":0}
引用次数: 0
Abstract
Background
For learners with intellectual disability, it is a challenge and crucial issue to foster their life skills. These learners generally encounter several problems during the learning process, such as difficulties paying and maintaining attention, difficulties with memory and application and slow learning ability. Life skills training can help them facilitate their physical functions, maintain cognitive memory ability and strengthen their ability to play a greater role in society.
Objective
Conventional training for learners with intellectual disabilities is generally taught with traditional lectures and demonstrations, which could lack interaction and immediate feedback. To address this issue, by referring to the attention, relevance confidence and satisfaction motivational model, a digital game-based training approach is proposed.
Method
To confirm the effectiveness of the approach, this study experimented with a life skills training course for learners with intellectual disabilities using a pre- and post-test design for 6 months. One class of learners comprised the experimental group trained with the digital game, while the other class was the control group that learned with conventional training. The learners' learning achievement, anxiety level, learning attitude, problem-solving tendency, learning satisfaction and learning perceptions were assessed.
Results and Conclusions
The findings indicate that digital game-based training enhanced the learning achievement, learning attitudes, problem-solving tendency and learning satisfaction of students with intellectual disabilities, while also reducing their anxiety levels.
期刊介绍:
The Journal of Computer Assisted Learning is an international peer-reviewed journal which covers the whole range of uses of information and communication technology to support learning and knowledge exchange. It aims to provide a medium for communication among researchers as well as a channel linking researchers, practitioners, and policy makers. JCAL is also a rich source of material for master and PhD students in areas such as educational psychology, the learning sciences, instructional technology, instructional design, collaborative learning, intelligent learning systems, learning analytics, open, distance and networked learning, and educational evaluation and assessment. This is the case for formal (e.g., schools), non-formal (e.g., workplace learning) and informal learning (e.g., museums and libraries) situations and environments. Volumes often include one Special Issue which these provides readers with a broad and in-depth perspective on a specific topic. First published in 1985, JCAL continues to have the aim of making the outcomes of contemporary research and experience accessible. During this period there have been major technological advances offering new opportunities and approaches in the use of a wide range of technologies to support learning and knowledge transfer more generally. There is currently much emphasis on the use of network functionality and the challenges its appropriate uses pose to teachers/tutors working with students locally and at a distance. JCAL welcomes: -Empirical reports, single studies or programmatic series of studies on the use of computers and information technologies in learning and assessment -Critical and original meta-reviews of literature on the use of computers for learning -Empirical studies on the design and development of innovative technology-based systems for learning -Conceptual articles on issues relating to the Aims and Scope