Validating the ID-GAMING e-Training Toolkit for People with Intellectual Disabilities in Greece

Intellectual disability is a neurodevelopmental disorder characterized by limitations in adaptive and intellectual functioning. Serious games (SG) incorporate learning and educational strategies that are commonly used in special education, and they have been proposed as assistive tools to people with developmental difficulties. ID-GAMING e-training toolkit encloses a SG named as “Qool City” available as a board and digital game, a game catalogue and training materials on cognitive functions and quality of life. In this manuscript we focused on describing the methodology and the preliminary outcomes of the validation actions of the toolkit. A four-step methodology was formed to specify the interaction of participants with the toolkit and a qualitative validation tool was developed by the consortium to assess the participants’ performance during the session. The target groups were young adults and adults with intellectual disabilities (PwID), professionals, and relatives. Twelve individuals participated of which 7 were PwID, 2 educators and 3 facilitators. However, 2 PwID withdrew from the activities performed in Step 1 and 2 but 1 PwID joined the activities performed in Step 3 and 4. The ID-GAMING e-training toolkit seems to lead to improvement in various cognitive functions of PwID including memory, attention, language, and spatial orientation. Components of quality of life such as wellbeing and independence were promoted. PwID remained engaged until the end of their interaction with the toolkit components while both PwID and educators were satisfied with the toolkit. Moreover, educators argued that the e-training toolkit helped them to be motivated and aware of the potential applications of SG for improving cognitive functions as well as providing useful information about quality of life, its improvement, and cognitive functions. In addition, collaborative and supportive skills were promoted along with digital skills. Indicators for participants’ experience and improvement were fulfilled. Therefore, the ID-GAMING e-training toolkit seems to be a valuable assistive tool for PwID and the people involved in their care that should be further validated using a larger sample size and standardized assessment tools.

Authors

Institutions

Publication Details

Journal
Global Clinical Engineering Journal
Published
2024-12-31
DOI
https://doi.org/10.31354/globalce.v6isi6.272
Primary Topic
Educational Games and Gamification
Type
article
Field-Weighted Citation Impact
0.00
Controls
|||
ALL TIME
JAN
FEB
MAR
APR
MAY
JUN
JUL
AUG
SEP
OCT
article

Validating the ID-GAMING e-Training Toolkit for People with Intellectual Disabilities in Greece

Niki Pandria
Global Clinical Engineering Journal
Educational Games and Gamification
article

Validating the ID-GAMING e-Training Toolkit for People with Intellectual Disabilities in Greece

Niki Pandria
article en

Abstract

Intellectual disability is a neurodevelopmental disorder characterized by limitations in adaptive and intellectual functioning. Serious games (SG) incorporate learning and educational strategies that are commonly used in special education, and they have been proposed as assistive tools to people with developmental difficulties. ID-GAMING e-training toolkit encloses a SG named as “Qool City” available as a board and digital game, a game catalogue and training materials on cognitive functions and quality of life. In this manuscript we focused on describing the methodology and the preliminary outcomes of the validation actions of the toolkit. A four-step methodology was formed to specify the interaction of participants with the toolkit and a qualitative validation tool was developed by the consortium to assess the participants’ performance during the session. The target groups were young adults and adults with intellectual disabilities (PwID), professionals, and relatives. Twelve individuals participated of which 7 were PwID, 2 educators and 3 facilitators. However, 2 PwID withdrew from the activities performed in Step 1 and 2 but 1 PwID joined the activities performed in Step 3 and 4. The ID-GAMING e-training toolkit seems to lead to improvement in various cognitive functions of PwID including memory, attention, language, and spatial orientation. Components of quality of life such as wellbeing and independence were promoted. PwID remained engaged until the end of their interaction with the toolkit components while both PwID and educators were satisfied with the toolkit. Moreover, educators argued that the e-training toolkit helped them to be motivated and aware of the potential applications of SG for improving cognitive functions as well as providing useful information about quality of life, its improvement, and cognitive functions. In addition, collaborative and supportive skills were promoted along with digital skills. Indicators for participants’ experience and improvement were fulfilled. Therefore, the ID-GAMING e-training toolkit seems to be a valuable assistive tool for PwID and the people involved in their care that should be further validated using a larger sample size and standardized assessment tools.

Global Clinical Engineering JournalVol. 6(SI6)
Aristotle University of Thessaloniki (GR)
Openalex Percentile: Top 69%
Educational Games and Gamification
AI Navigator

Ask Laika to Summarize, Analyze, and Connect papers live on the map.

Summarize Papers & Methodologies

Extract key findings, datasets, and comparative methods across publications.

Benchmark Rankings & Visual Analytics

Rank top research institutions, authors, funders, topics, and journals by Field-Weighted Citation Impact (FWCI) and paper volume with instant charts.

Connect Distant Disciplines

Bridge topological clusters on the map to find hidden collaborative intersections.