This month’s Features Using computer games to help people with learning difficulties Interactive computer games have the potential to help young people with learning difficulties master everyday tasks and motivate them to learn, according to new research from Nottingham Trent University. PhD researcher, Rachael Folds, from the University’s School of Education, has studied how repetitive use of interactive mimetic digital games (IMDG), such as those on the Nintendo Wii and Xbox Kinect, could help to improve certain skills. The research was carried out with Loughborough College students who are undertaking specialist training programmes that assist in the transition from Special Schools into further education courses. The e-learning UPDATE n www.teachingtimes.com participants were aged 16-24 and have intellectual disabilities ranging from Down’s syndrome to autism spectrum disorder (ASD). During the study the students undertook pre and post test ‘realworld’ activities. The first part of the project – tennis - involved 24 students hitting ten forehand and backhand balls and serving ten balls. They were then asked to carry out the same task on a Wii tennis game at regular intervals over five weeks. The second stage - bowling - asked 18 students to knock down as many pins as possible with five balls and this was then replicated over five weeks on an Xbox Kinect bowling game. After playing the computer games, the students repeated the real-world exercise and their results were compared. Both the cycles showed significant statistical improvements in their abilities in various activities. During the five week Wii trial, 75% of the group experienced an increase in their computer game scores and the final test showed that the students’ real-life tennis skill level has improved by an average of 53%. The second stage of the project showed even more significant findings, 94% got higher scores in week five than they did in the first week playing the computer game and the average increase in their bowling ‹‹ PREVIOUS PAGE n NEXT PAGE ›› This month’s Features real-world skills was 143% after interacting with the game. This research aimed to ascertain two main points, firstly, whether the use of these types of games can improve task association and, secondly, are the students motivated by them? By utilising questionnaires and focus groups to ascertain the participants’ views, they willingly engaged in the study and were keen to offer their views. When the students were questioned following the project, it was discovered that their enjoyment level of the real-world activity increased after the intervention of the Kinect bowling game. 73.3% rated their enjoyment as high on the enjoyment scale in the pre-test activity compared with 94.1% in the post-test activity, demonstrating that they enjoyed the task more after learning the required skills with the game. In addition, 92% of the students said they would like to play computer games to learn in college in the future and the same number thought that IMDG help them to learn better than e-learning UPDATE n www.teachingtimes.com traditional methods associated with traditional teaching. 93% commented that the games had elements that encouraged their interest, 87% said they had learnt some things that were surprising or unexpected using the game and 100% of the participants stated that after playing each game, they were confident that they could pass a test on what they had learnt. The research and resulting analysis determined that the students were motivated by the learning embedded in the game and that they preferred this type of instruction to more traditional methods employed in the classroom. They felt that the IMDG games were effective in keeping their attention and were relevant to learning the task given to them. They were confident in both what they were doing and the transference of new skills to a realworld environment, as well as feeling a sense of satisfaction in what they had learnt. Rachael Folds said: “The initial results from this small sample suggest that interactive games teach the students movements which they can improve upon and mimic in everyday life. Although they were playing tennis and bowling in the trial, games which teach them how to do things like bake a cake or change a tyre could potentially be very beneficial. “Most educators would agree that learner motivation is an important variable and therefore an aspect that cannot be overlooked when developing or utilising tools within a learning environment. Learning can be defined quite simply as a goal driven task, where students are given, or work towards a goal, such as learning the periodic table. The students really enjoyed taking part in this project and found it a rewarding and enriching learning experience, they were very motivated to learn using this method. “It has been stated for many years that students require a learning environment that is more focussed on game based learning and I feel that this research underlines that sentiment and indicates that it is also applicable to students with intellectual disabilities. The outcomes were certainly very interesting and I think this is an area which warrants further research so we can build on how we best teach children with special educational needs.” Anita Smith, from Loughborough College, said: “Loughborough College staff have found that the digital games based learning project has been a positive motivator for the learners that have taken part. One student, when asked about their accomplishments at college in the last year, stated that “learning with the Xbox Kinect has helped my achievement this year”. “Our students often have difficulties in focusing their attention and this project has enabled them improve their motivation and concentration on learning. We are looking forward to expanding the research in collaboration with Rachael by actively involving more students in 2011-2012, as well as developing the learners’ skills using digital game based learning in the future.” ‹‹ PREVIOUS PAGE n NEXT PAGE ››
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