So, what is Gamification?
Gamification in education means that educators apply game design elements to an educational setting. The goal is usually to make learning more engaging.
The main reason of the selection of Gamification methodology is its inclusive and dynamic approach. Gamified learning transforms education from something children find boring into something they enjoy via implementation of the key concepts of game design.
It is not the solution for everyone, but it can give children with learning disabilities the motivation, context, and support they need to improve their performance and narrow the achievement gap between them and their peers.
SO, WHY DID WE CHOOSE GAMIFICATION?
“Gaming Without Barriers” was created to upload all types of tools – results –researches in Turkey and Europe about the learning needs of mothers/caregivers with special kids, and the good practices of organizations about game-based learning in the disability field.
It is derived from the needs that we, organizations working in the field of Disability & Gamification have faced during the limitations of the pandemic.
With the lockdowns and recognition of individuals with disability and their families as one of the most vulnerable groups across the globe, the time which is spent at home became increased and families/caregivers had to provide solutions for the social needs of their children/family members by their own traditional models.
SO, WHAT SHOULD YOU EXPECT FROM THIS WEBSITE IN THE FUTURE?
“Gaming Without Barriers” was created to upload all types of tools – results – researches in Turkey and Europe about the learning needs of mothers/caregivers with special kids, and the good practices of organizations about game-based learning in the disability field.
It is derived from the needs that we, organizations working in the field of Disability & Gamification have faced during the limitations of the pandemic.
With the lockdowns and recognition of individuals with disability and their families as one of the most vulnerable groups across the globe, the time which is spent at home became increased and families/caregivers had to provide solutions for the social needs of their children/family members by their own traditional models.