DIGITAL LIBRARY
CROSSOVER STUDY BETWEEN EDUCATION AND TECHNOLOGY ; WHEN RESEARCH IN EDUCATION AND EDUCATIONAL RESEARCH EXPERIENCES DEAL WITH EDUCATIONAL SOFTWARE AND SERIOUS GAMES
INSHEA-Grhapes-EA7287 (FRANCE)
About this paper:
Appears in: INTED2016 Proceedings
Publication year: 2016
Page: 3472 (abstract only)
ISBN: 978-84-608-5617-7
ISSN: 2340-1079
doi: 10.21125/inted.2016.1823
Conference name: 10th International Technology, Education and Development Conference
Dates: 7-9 March, 2016
Location: Valencia, Spain
Abstract:
This communication is about the project on a serious game publisher. We propose a reflection from the perspective of teachers, on the contributions and challenges of digital games in a classroom welcoming pupils with special educational needs.

We hypothesized that familiarity declared to the digital tool of teachers influences their interest in serious games in education. Twenty semi-directive interviews were conducted with teachers working in inclusive classrooms, specialized classes, in hospital with students from 4 to 11 years old pupils. Analysis of the interviews was realized with the Alceste software.

The first results draw two populations of teachers: the "amateurs" apprehend the tool by its playful aspect, its feature of containing "small satchel everything clean". The tool is envisaged as a process that helps in performing repetitive tasks learning; the "autonomous" project a universe more connected to the understanding and conceptualization, to the rules, and to the articulation digital tool / teacher. The discussion will link these two profiles with the unrest nature of student and their specific needs. Finally, we explore the tracks of the similarities and differences with mainstream education.
Keywords:
Technology, education, special educational needs, serious game publisher.