Innovative IoT-Infused Games: Enhancing Learning for Children with Autism Spectrum Disorder

Shyja K. G.*, Jayaprakash R. K.**
*Department of Physical Science, CICS College of Teacher Education, Kozhikode, Kerala, India.
** School of Pedagogical Sciences, Kannur University, Kerala.
Periodicity:July - December'2023
DOI : https://doi.org/10.26634/javr.1.2.20358

Abstract

This paper explores the transformative potential of Internet of Things (IoT)-driven Game-Based Learning (GBL) as an innovative educational intervention for children with Autism Spectrum Disorder (ASD), a neurological condition marked by challenges in social interaction, communication, and repetitive behaviors, often presenting hurdles in traditional classroom settings. Leveraging IoT technologies, the study investigates the intersection of GBL and ASD education, synthesizing existing literature to highlight the advantages and challenges associated with this approach. By examining the impact on academic and social outcomes, the research aims to provide insights into the promising landscape of IoTdriven GBL for children with autism, paving the way for a more inclusive and tailored educational experience. This paper investigates how IoT-driven Game-Based Learning (GBL) can revolutionize education for children with Autism Spectrum Disorder (ASD), emphasizing the integration of sensor technologies, data analytics, and real-time feedback to improve their learning experience. The paper discusses ethical and privacy issues in using IoT in autism education. It explores safeguards for responsible implementation, considering the sensitive personal data involved. The research also suggests collaborative efforts among educators, technologists, and healthcare professionals for a holistic approach to IoT-driven education for autism. The paper advocates for stakeholder involvement and interdisciplinary collaboration to create effective interventions for autistic children in education. It focuses on the impact of IoT-driven Game-Based Learning (GBL) on long-term outcomes and contributes to discussions on the future of inclusive education for children with Autism Spectrum Disorder (ASD), aiming to inspire further research and dialogue on leveraging emerging technologies for equitable education.

Keywords

Autism Spectrum Disorder, IoT-Infused Games, Innovative Learning, Autism Spectrum Disorder (ASD), Educational Gaming, Gamification for Autism, Sensory Learning, Assistive Technology, Interactive Learning.

How to Cite this Article?

Shyja, K. G., and Jayaprakash, R. K. (2023). Innovative IoT-Infused Games: Enhancing Learning for Children with Autism Spectrum Disorder. i-manager's Journal on Augmented & Virtual Reality, 1(2), 34-40. https://doi.org/10.26634/javr.1.2.20358

References

If you have access to this article please login to view the article or kindly login to purchase the article

Purchase Instant Access

Single Article

North Americas,UK,
Middle East,Europe
India Rest of world
USD EUR INR USD-ROW
Online 15 15

Options for accessing this content:
  • If you would like institutional access to this content, please recommend the title to your librarian.
    Library Recommendation Form
  • If you already have i-manager's user account: Login above and proceed to purchase the article.
  • New Users: Please register, then proceed to purchase the article.