Can 3D gamified simulations be valid vocational training tools for persons with intellectual disability? A pilot based on a real-life situation

Objective: To investigate if 3D gamified simulations can be valid vocational training tools for persons with intellectual disability. Methods: A 3D gamified simulation composed by a set of training tasks for cleaning in hostelry was developed in collaboration with professionals of a real hostel and...

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Detalles Bibliográficos
Autores: von Barnekow, Ariel, Bonet Codina, Núria, Tost Pardell, Daniela|||0000-0001-9619-605X
Tipo de recurso: artículo
Fecha de publicación:2017
País:España
Institución:Universitat Politècnica de Catalunya (UPC)
Repositorio:UPCommons. Portal del coneixement obert de la UPC
Idioma:inglés
OAI Identifier:oai:upcommons.upc.edu:2117/102971
Acceso en línea:https://hdl.handle.net/2117/102971
https://dx.doi.org/10.3414/ME16-02-0014
Access Level:acceso abierto
Palabra clave:Computer games -- Design
Educational games
Three-dimensional display systems
Simulation
vocational training
intellectual disability
gamification
serious game
social empowerment
Jocs per ordinador
Jocs educatius
Visualització tridimensional (Informàtica)
Àrees temàtiques de la UPC::Informàtica
Descripción
Sumario:Objective: To investigate if 3D gamified simulations can be valid vocational training tools for persons with intellectual disability. Methods: A 3D gamified simulation composed by a set of training tasks for cleaning in hostelry was developed in collaboration with professionals of a real hostel and pedagogues of a special needs school. The learning objectives focus on the acquisition of vocabulary skills, work procedures, social abilities and risk prevention. Several accessibility features were developed to make the tasks easy to do from a technological point-of-view. A pilot experiment was conducted to test the pedagogical efficacy of this tool on intellectually disabled workers and students. Results: User scores in the gamified simulation follow a curve of increasing progression. When confronted with reality, they recognized the scenario and tried to reproduce what they had learned in the simulation. Finally, they were interested in the tool, they showed a strong feeling of immersion and engagement, and they reported having fun. Conclusions: On the basis of this experiment we believe that 3D gamified simulations can be efficient tools to train social and professional skills of persons with intellectual disabilities contributing thus to foster their social inclusion through work.