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Published in

Handbook of Research on the Influence and Effectiveness of Gamification in Education, p. 433-454, 2022

DOI: 10.4018/978-1-6684-4287-6.ch021

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Educational Opportunities of Virtual Game-Based Initiatives for Students With Disabilities

This paper was not found in any repository, but could be made available legally by the author.
This paper was not found in any repository, but could be made available legally by the author.

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Abstract

Digital game-based learning (DGBL) is a novel methodology implemented in many educational virtual settings to improve students´ attention, motivation, and engagement while learning. This chapter aims to provide insight into how game-based methods can enhance students' learning process with sensory, intellectual, and learning disabilities. Specifically, the key of this chapter is to assess the possibilities offered by the introduction of DGBL in educational contexts from a theoretical perspective to understand better the range of opportunities that it can mean for learning and, therefore, for the personal and professional development of people with sensory, intellectual, and learning disabilities.