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Digital game-based learning and socioemotional skills: A quasi-experimental study of the effectiveness of digital-game based learning on the socioemotional skills of children with intellectual disability
Jönköping University, School of Engineering, JTH, Department of Computer Science and Informatics.
Jönköping University, School of Engineering, JTH, Department of Computer Science and Informatics.
2022 (English)Independent thesis Basic level (degree of Bachelor), 10 credits / 15 HE creditsStudent thesis
Abstract [en]

Digital games are being increasingly implemented in the educational sector to improvevarious skills. Among these the effectiveness of digital game-based learning (DGBL) on the socio-emotional ability of individuals have been investigated with overall positive results. However, a limited number of studies have investigated the effectiveness of DGBL on this ability in children with intellectual disability and no studies have researched whether DGBL could be effective on the socio-emotional skills of children with this form of disability. Thus, the current study aimed at investigating the effectiveness of DGBL on the specific socio-emotional skill of emotion recognition in children with intellectual disability in the educational sector. The following research question was formulated: Does DGBL increase the socio-emotional skill of emotion recognition in children with intellectual disability. To answer this question a quasiexperimental one-group pretest-posttest design was adopted where participants engaged in a DGBL-intervention where they played a game aimed at improving their emotion recognition ability. Participants were selected via purposive sampling and the final sample consisted of N=7. The sample consisted of children with intellectual disability between the age span of six and nine of both male and female gender. The experiment consisted of three parts: a pretest where data in terms of the socio-emotional skill of emotion recognition was collected, the actual intervention where the participants engaged inplaying a digital game, and lastly, a posttest where the skill of emotion recognition was measured again. The data was subsequently analyzed via a paired sample t-test. The results of the study showed that DGBL did not significantly increase the socio-emotional skill of emotion recognition in children with intellectual disability. This result in part contradicts earlier research on DGBL and intellectual disability as well as DGBL andsocio-emotional skill where significant effects have been identified. However, since no previous research has investigated whether DGBL could be effective in increasing the socio-emotional skill of children with intellectual disability, future research is needed to confirm or reject the present results. In summary, the current research has extended on current knowledge and provided important implications for the field of special education.

Place, publisher, year, edition, pages
2022. , p. 26
Keywords [en]
Digital Game-Based Learning, Socio-Emotional Skills, Emotion Recognition, Intellectual Disability, Educational Sector, Quasi-Experiment.
National Category
Other Computer and Information Science
Identifiers
URN: urn:nbn:se:hj:diva-61135ISRN: JU-JTH-IKA-1-20230287OAI: oai:DiVA.org:hj-61135DiVA, id: diva2:1768531
Subject / course
JTH, Informatics
Supervisors
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Available from: 2023-06-16 Created: 2023-06-15 Last updated: 2025-10-13Bibliographically approved

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