Query: gamification in special education

title: Exploring Opportunities in Gamification Approaches for Special Education

title: A Pilot Study for the Application of Gamification to Special Education: Focusing on a student at risk of brain injuries

title: Minimax (Maximin) with Special Approach of Gamification in Higher Education
abstract: Gamification is the technique by which user can understand and solve complex problems easily. The main objective of the gamification is to enhance the learning capability of user; this is done by providing the topics in the form of game elements rather than providing as tutorials. It focuses on the play so as to give choice and information to learner for encouraging. It deals with the process of engaging the user with some sort of game with the motive of understanding some task or a problem. When the user is engaged more and more with it, the more the user will mastered the contents. This paper proposes the method of gamification of minimax (maximin) problem in higher education to help students to move in the depth of the minimax (maximin) problem. Minimax (maximin) gamification provides a clear and concise environment so that the learner would completely understand the minimax (maximin) problem while playing the game.

title: Gamification and Advanced Technology to Enhance Motivation in Education
abstract: The aim of this Special Issue is to compile a set of research works that highlight the use of gamification and other advanced technologies as powerful tools for motivation during learning. We have been fortunate to obtain a representative sample of the current research activity in this field.

title: A Gamification Approach to Teaching and Learning for Pupils with Special Needs in Primary Schools
abstract: This concept paper discusses the gamification approach used by special education teachers in teaching and learning for students with special needs in primary schools. Gamification is a game based learning consisting of rewards, points and achievement badges that help teachers create a fun learning environment. The main focus of this concept paper is to break down barriers faced by special education teachers in applying gamification approaches. Time factors and burden of work, training, perceptions and attitudes of teachers and facilities as well as support are obstacles identified in the application of gamification approaches to students with special needs. In addition, this concept paper also discusses the effects of using a gamification approach in teaching and learning for students with special needs. Suggestions were also made to increase the use of gamification approaches so that students with special need benefit from teacher teaching.

title: A CASE STUDY IN STEM EDUCATION FOR LEARNERS WITH SPECIAL EDUCATION NEEDS
abstract: This paper presents the results of a case study that evaluated the Atomic Structure virtual lab application combined with Special Education Needs (SEN) support with secondary level students with special needs from a school located in Ireland. The Atomic Structure is an interactive virtual lab where the entire learning journey is personalised. The application integrates various types of personalisation including learning loop based, feedback based, innovative pedagogies based, gamification based and special needs based personalization for hearing impaired students. An analysis of the questionnaires filled by students before and after the Atomic Structure based learning session was conducted to investigate the impact of the Atomic virtual lab technology on students' learning outcomes, motivation and affective states. The results showed that the students had an increase in learning outcomes as well as motivation dimensions such as confidence. The results of the usability questionnaire provided to the students at the end of the learning session showed that most students liked the lab features such as videos, quizzes and the interactive atom builder.

title: ATHWEL: Gamification Supportive Tool for Special Educational Centers in Sri Lanka
abstract: Learning Disability is a neurologically based problem which involves in learning basic skills such as reading, writing and math. Intellectual Disability is characterized by below average intelligence. Children with Intellectual Disability can do and learn new skills, but they learn them more slowly than average children of their age. Game based learning is an effective way of getting learners actively involved in educational activities. Educating children with Intellectual Disability is a challenging process. They usually learn and progress more slowly than average children. Such children may have issues with motivation and interest in education; the use of Gamification approach becomes important as a motivational and interested affordance. A prototype desktop Gamification Supportive Tool called "ATHWELA" is proposed which operates through Assistive Technology. Assistive technology can be a device or a service that is used to increase, maintain, or improve functional capabilities of individuals with disabilities. Children with Intellectual Disability can be less interested in Mathematics, some can be not good in reading and some can be not good in writing. ATHWELA is targeting at increasing, maintaining, or improving these three points and ATHWELA can be used in special education classrooms as a tool of gratification and extrinsic motivation. Points and rewards will be presented as the motivational technique. The main objective of our research is to help children with Intellectual Disability with their primary educational skills with less effort and in an interactive way and this prototype desktop application is developed in the Sinhala language because the Sinhala is the mother tongue of Sri Lanka. In addition, it has used Machine Learning and Image Processing techniques to improve the educational skills of children with Intellectual Disability.

title: Introduction to the special issue on "Gamification of Industrial Systems"
abstract: This special issue marks important milestones for the Serious Gaming Society (SGS) and its journal the International Journal of Serious Games. First, this special issue is dedicated to the gamification of industrial systems in the context of the widespread adoption of serious games in many fields such as education, medicine, military and industry. The potential for training by increasing motivation for engaged interaction and the adaptation of behavior has been proven. In addition, new emerging needs for gamification are identified in industry where important benefits could be generated by reducing the product cost and time to market. Moreover, in the era of industry 4.0, which combines production methods with the state of the art information and communication technologies, serious games could have the potential to promote innovation and increase the resources and the production efficiency. However, despite the significant advances that have been made in game based approaches to non game contexts, its potential transition into industrial settings have not been realized. This is mainly due to challenging issues such as the lack of methodologies for modeling industrial scenarios in digital contents representing real industrial systems with high fidelity, operational processes must be fully digitalized to ease the integration of gamification concepts, the adaptation of work environment conditions so that the use of gaming on mobile devices can take place without the interruption of industrial activities.

title: EEIA 2017 2017 International conference " Education Environment for the Information Age " GAMIFICATION IN EDUCATION BOSS FIGHT
abstract: The article substantiated the educational importance of gaming activity in the learning process, systematizes pedagogical functions of gamification in higher school. For students it is important to identify themselves culturally and professionally. Gamification allows them to be engaged in these processes in a conditional form, however, to use system approach to the world, to apply their subcultural traditions, rules and habits. The authors introduce the description of the elements of communicative educational game situation, justify the possibility to extrapolate gamified framework "Hero Boss" on the media practices of the future journalists and experts in public relations. The authors submit their suggestions for the distinguishing of different generations of teachers and students and describe their archetypes. The publication presents experimentally derived data and analysis on the special features of perception of the educational game by different generations and views the experience for the creation of the textbook for the target audience of students, teachers and experts (professional copywriters) (c) 2017

title: Gamification in engineering education and professional training
abstract: The incorporation of game mechanics and dynamics in non gaming applications is a subject of interest in various sectors such as education, marketing, medicine and military, in the last few years. It is believed that engineering education in a pre graduate level and in professional practice will bring high pay offs. The role of the academia is to develop new methodologies and tools to produce, apply and use digital games and gamification techniques in contemporary industry and present scientific evidence on the value and the benefits derived from this technology. In this paper, the relative literature is evaluated and a discussion on the gamification status today is given, by examining various aspects of this novel term. Furthermore, game techniques, gamification practices in education and e learning are considered. Special discussion on engineering games, gamification platforms and empirical surveys is presented with focus on manufacturing.