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European Conference on Games Based Learning (ECGBL)
The pilot combined game-based and project-based learning for students with mild intellectual disabilities. It ran over five one-hour sessions in a Spanish public secondary school.
This pilot study examines whether a gamified learning intervention inspired by the Carmen Sandiego series, combining game-based learning with project-based learning, can motivate adolescents with mild intellectual disabilities. The work was conducted in a Spanish public secondary school with three students aged 14 to 15, delivered over five one-hour sessions. Using a qualitative, quasi-experimental design built on participant observation and a teacher interview analyzed thematically, the study aims to assess acceptance, engagement, and the broader promise of play- and narrative-based approaches in inclusive special education.
The principal findings point to high initial and sustained motivation, growing participation and collaboration, improved frustration tolerance, and a modest increase in autonomy. Participants also responded well to the approach's flexibility. These outcomes are interpreted through prior research on gamification and on the Pygmalion effect, which holds that high teacher expectations can enhance student performance.
The authors are careful to limit their claims. The very small sample, short duration, and uncontrolled design preclude generalization or causal inference, and the conclusions are explicitly preliminary. The study's value lies in suggesting that gamified, narrative-driven learning merits further investigation, with larger and longer-term studies needed to confirm its effects on engagement and learning outcomes for students with intellectual disabilities.
European Conference on Games Based Learning (ECGBL) · 2026