Highlights in the Literature Availablein Serious Games for Intellectual Disabilities Ana R. Cano, Alvaro García-Tejedor, Baltasar Fernández-Manjón - 2015


Support : Références scientifiques
Auteur(s) : Ana R. Cano, Alvaro García-Tejedor, Baltasar Fernández-Manjón
Editeur : In book: Advances in Web-Based Learning -- ICWL 2015, pp.95-108, DOI: 10.1007/978-3-319-25515-6_9
Date : 2015
Langue : Langue


This review examines the literature on Serious Games used as learning tools for people with intellectual disabilities. Although intellectual disabilities are a very broad field where each individual has very specific characteristics, it would be beneficial to have general evidence-based recommendations about how to design videogames adapted to their cognitive requirements. Thus, the purpose of this paper is to identify and review the available literature on Serious Games for intellectual disabilities classifying them according to the learning outcomes associated. Search terms identified 43 papers covering this topic and this review presents the initial results. The final goal is to identify what is working in this kind of games and how this can be generalized into a methodology to simplify the creation of more effective games for people with intellectual disabilities. 
(1) Highlights in the Literature Available in Serious Games for Intellectual Disabilities. Available from: [accessed Oct 1, 2017].
Références (1):
Djaouti, D., Alvarez, J., Jessel, J-P., Classifying serious games: the G/P/S model. Handbook of Research on Improving Learning and Motivation through Educational Games: Multidisciplinary Approaches, pp. 118 

Mots-clés : Serious Game, Intellectual disabilities, Videogames, Health game