Effects of microworld game-based approach on neuromuscular disabled students learning performance in elementary basic sc
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Effects of microworld game-based approach on neuromuscular disabled students learning performance in elementary basic science courses Aditya Khamparia 1
& Babita
Pandey 2 & Brijendra Pratap Mishra 3
Received: 5 December 2019 / Accepted: 19 February 2020/ # Springer Science+Business Media, LLC, part of Springer Nature 2020
Abstract In conventional classroom driven instructor training, disabled student achieved low personality & motivation, more mental load due to lack of practical learning and unsuitable usage of learning material through different simulated contexts. Therefore, intent of proposed study is to integrate microworld game-based learning to different learning styles of special needs students which enhance their learning performance and encourage them to discover and solve problems they faced during classroom teaching. A quasi experimental design was implemented in the proposed SmartLearn system in natural science behavioral course to examine the effectiveness of the proposed approach. The experimental results showed that students who adopted microworld gaming-based system was able to reduce their cognitive load, enhance learning motivation skills to gain understanding on novel concepts, improve personality to foster interpersonal skills, self-efficacy and improvements in learning achievements in comparison to the conventional learning technology driven approach. The findings of this study provide good evidence for special needs children where association of practically applied learning scenarios with gaming contexts improve their performance which encourages development of such systems for learners suffered from Autism, Dyslexia, Dysgraphia. Alzheimer etc. Keywords Elementary education . Interactive learning environments . Teaching/learning
strategies . Evaluation methodologies . Cooperative/collaborative learning . Microworld . Gaming . Personality . Motivation . Self-efficacy * Aditya Khamparia [email protected]
1
School of Computer Science Engineering, Lovely Professional University, Phagwara, Punjab, India
2
School of Computer Science and Information Technology, Baba Saheb Bhimrao Ambedkar University, Amethi, Tikarmafi, UP, India
3
Autonomous State Medical College, Bahraich, UP, India
Education and Information Technologies
1 Introduction Multifarious researchers have discussed that in evolving twenty-first century, there is a need to engage and teach special need children through game-based learning rather than conventional instructor centered learning. In Asian rehabilitation center for disabled, instructors usually considered teaching basic science and adapting behaviour to neuromuscular disease affected children is still challenging task. Legault and GreenDemers (2006) postulates that lack of integrity in motivational aspects of learning problems is biggest challenge among educational researcher’s community. Several studies reported disabled students facing problem in handwriting, oral spelling and syntax writing. They not able to perform basic day to day activities withou
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