• DocumentCode
    1772571
  • Title

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

  • Author

    Saridaki, Maria ; Mourlas, Constantinos

  • Author_Institution
    Fac. of Commun. & Media Studies, Nat. & Kapodistrian Univ. of Athens, Athens, Greece
  • fYear
    2014
  • fDate
    16-17 Oct. 2014
  • Firstpage
    44
  • Lastpage
    50
  • 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.
  • Keywords
    computer aided instruction; computer games; human factors; academic skills; analytic induction; digital games; experiential analysis; extrinsic motivation tool; frame analysis; gratification tool; intellectual disability; learning motivation; special education classrooms; Educational institutions; Games; Interviews; Media; Training; Videos; engagement; flow; frame theory; games; intellectual disability; motivation; self determination; special education; travel training;
  • fLanguage
    English
  • Publisher
    ieee
  • Conference_Titel
    Interactive Technologies and Games (iTAG), 2014 International Conference on
  • Conference_Location
    Nottingham
  • Type

    conf

  • DOI
    10.1109/iTAG.2014.19
  • Filename
    6990189