Effects of microworld game-based approach on neuromuscular disabled students learning performance in elementary basic science courses


In conventional classroom driven instructor training, disabled student achieved low personality & motivation, more mental load due to lack of practical learning and unsuitable usage of learning material through different simulated contexts. Therefore, intent of proposed study is to integrate microworld game-based learning to different learning styles of special needs students which enhance their learning performance and encourage them to discover and solve problems they faced during classroom teaching. A quasi experimental design was implemented in the proposed SmartLearn system in natural science behavioral course to examine the effectiveness of the proposed approach. The experimental results showed that students who adopted microworld gaming-based system was able to reduce their cognitive load, enhance learning motivation skills to gain understanding on novel concepts, improve personality to foster interpersonal skills, self-efficacy and improvements in learning achievements in comparison to the conventional learning technology driven approach. The findings of this study provide good evidence for special needs children where association of practically applied learning scenarios with gaming contexts improve their performance which encourages development of such systems for learners suffered from Autism, Dyslexia, Dysgraphia. Alzheimer etc.

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This study is supported in part by the Indian Council of Social Science Research (ICSSR) India under major project contract number 02/138/2017–18/RP/Major.

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Correspondence to Aditya Khamparia.

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Dr. Aditya declares that he has no conflict of interest. Dr. Babita declares that she has no conflict of interest.

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Khamparia, A., Pandey, B. & Mishra, B.P. Effects of microworld game-based approach on neuromuscular disabled students learning performance in elementary basic science courses. Educ Inf Technol 25, 3881–3896 (2020). https://doi.org/10.1007/s10639-020-10142-2

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  • Elementary education
  • Interactive learning environments
  • Teaching/learning strategies
  • Evaluation methodologies
  • Cooperative/collaborative learning
  • Microworld
  • Gaming
  • Personality
  • Motivation
  • Self-efficacy