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Gamification as technology enabler in SEN and DHH education
Gwendoline Laurissa Chan1, Mohammad Issack Santally1, Jack Whitehead2
1University of Mauritius, Moka, Mauritius.
Summary
Gamification of French learning resources shows a slight improvement for Special Educational Needs (SEN) and Deaf and Hard of Hearing (DHH) students. This study explores challenges and impacts of game-based learning aids for these students in Mauritius.
Area of Science:
- Education
- Linguistics
- Technology
Background:
- Special Educational Needs (SEN) students, particularly Deaf and Hard of Hearing (DHH) learners, face significant challenges in achieving French language proficiency at the elementary level in Mauritius.
- A notable gap exists in available French language learning tools that integrate pedagogical knowledge and technological solutions tailored for SEN and DHH students.
Purpose of the Study:
- To investigate the potential of gamified French learning resources to enhance the understanding and achievement of SEN and DHH students.
- To address research questions concerning the specific difficulties these students encounter in French reading and writing, and the impact of gamification on their learning process.
Main Methods:
- The study employed a pragmatic paradigm and action research framework, utilizing both qualitative and quantitative methods.
- Data collection involved a mixed-methods approach including surveys, interviews, observations, and focus group discussions, analyzed through narrative inquiry.
Main Results:
- While students demonstrated competence with traditional teaching methods, the integration of gamified learning aids resulted in a slight improvement in performance for some SEN and DHH students.
- The research provides insights into the effectiveness of gamification as a supplementary tool for French language acquisition in this specific student population.
Conclusions:
- Gamification shows promise as a supplementary educational tool to support French language learning for SEN and DHH students.
- Further research and development of tailored gamified resources are recommended to maximize the positive impact on these students' academic outcomes.
Keywords:
Deaf and hard of hearing (DHH)DeafnessEducational technologyGamification, special education needs (SEN)Inclusive education
