Innovative IoT-infused games: Enhancing learning for children with autism spectrum disorder

Author:

Shyja K. G.1

Affiliation:

1. CICS College of Teacher Education

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.

Publisher

i-manager Publications

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