Defeating V.I.L.E. with Carmen Sandiego: GBL and Gamification for Teenagers with Intellectual Disabilities

Gamification is an educational methodology using game aesthetics, dynamics, and mechanics to enhancemotivation and learning. In special education, this strategy has been shown to improve motivation, engagement, andknowledge retention, as it allows content to be adapted into a more interactive and playful format while promotingexperiential learning. Additionally, gamification fosters autonomy and collaboration among students, which can be key inacquiring and reinforcing social skills and inclusion. This study is based on a gamified didactic proposal inspired by the Netflixseries Carmen Sandiego, combined with a game-based learning methodology. A research-based design was implementedalongside a pilot experience in a Spanish public high school involving three adolescents with intellectual disabilities. Theintervention consisted of five one-hour sessions using game mechanics, interactive storytelling, problem-solving challenges,and achievement-based rewards. Two data collection methods were employed: participant observation and a semistructuredinterview with their teacher to assess the methodology's effectiveness after its implementation. The resultsindicated a high acceptance of gamification among the students. A firm initial and sustained motivation throughout thesessions was observed, along with a progressive increase in participation in the proposed activities. These positive resultssuggest that this approach can enhance student engagement and provide positive reinforcement for learning in studentswith intellectual disabilities. Moreover, the flexibility of the gamified approach was highlighted, allowing for thecustomization of content and its adaptation to the students' abilities, facilitating greater accessibility and comprehension ofthe topics covered. In conclusion, gamification based on the Carmen Sandiego narrative proved to be a practical methodologyfor motivating and improving the learning process of adolescents with intellectual disabilities. The promising results of thispilot study underscore the need for further research in this area. More extensive studies are recommended to confirm thesefindings and evaluate the long-term impact of gamification in special education, highlighting the importance of ongoingresearch in this field.

Authors

Institutions

Publication Details

Journal
European Conference on Games Based Learning
Published
2025-09-26
DOI
https://doi.org/10.34190/ecgbl.19.2.3881
Primary Topic
Educational Games and Gamification
Type
article
Field-Weighted Citation Impact
0.00

Funders

Controls
|||
ALL TIME
JAN
FEB
MAR
APR
MAY
JUN
JUL
AUG
SEP
OCT
article

Defeating V.I.L.E. with Carmen Sandiego: GBL and Gamification for Teenagers with Intellectual Disabilities

Paula Rodríguez-Rivera, Ana Manzano León
European Conference on Games Based Learning
Educational Games and Gamification
article

Defeating V.I.L.E. with Carmen Sandiego: GBL and Gamification for Teenagers with Intellectual Disabilities

Paula Rodríguez-Rivera, Ana Manzano León
article en

Abstract

Gamification is an educational methodology using game aesthetics, dynamics, and mechanics to enhancemotivation and learning. In special education, this strategy has been shown to improve motivation, engagement, andknowledge retention, as it allows content to be adapted into a more interactive and playful format while promotingexperiential learning. Additionally, gamification fosters autonomy and collaboration among students, which can be key inacquiring and reinforcing social skills and inclusion. This study is based on a gamified didactic proposal inspired by the Netflixseries Carmen Sandiego, combined with a game-based learning methodology. A research-based design was implementedalongside a pilot experience in a Spanish public high school involving three adolescents with intellectual disabilities. Theintervention consisted of five one-hour sessions using game mechanics, interactive storytelling, problem-solving challenges,and achievement-based rewards. Two data collection methods were employed: participant observation and a semistructuredinterview with their teacher to assess the methodology's effectiveness after its implementation. The resultsindicated a high acceptance of gamification among the students. A firm initial and sustained motivation throughout thesessions was observed, along with a progressive increase in participation in the proposed activities. These positive resultssuggest that this approach can enhance student engagement and provide positive reinforcement for learning in studentswith intellectual disabilities. Moreover, the flexibility of the gamified approach was highlighted, allowing for thecustomization of content and its adaptation to the students' abilities, facilitating greater accessibility and comprehension ofthe topics covered. In conclusion, gamification based on the Carmen Sandiego narrative proved to be a practical methodologyfor motivating and improving the learning process of adolescents with intellectual disabilities. The promising results of thispilot study underscore the need for further research in this area. More extensive studies are recommended to confirm thesefindings and evaluate the long-term impact of gamification in special education, highlighting the importance of ongoingresearch in this field.

European Conference on Games Based LearningVol. 19(2)
University of Almería (ES), Universidade de Vigo (ES)
European Regional Development Fund, Agencia Estatal de Investigación
Openalex Percentile: Top 37%
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.