1 free read left. Create a free account for unlimited reading + AI research.
Create free accountWhitepaper
International Journal of Serious Games
Distilling the key insights…
The Exhibition serves as a specialized educational tool designed to enhance conversational information exchange skills among students with special educational needs. By utilizing a barrier game framework, the software facilitates collaborative problem-solving through three levels of increasing complexity, providing targeted practice for children aged 9 to 13. The primary objective of this intervention is to offer a flexible, low-guidance environment where students can refine their communication abilities, ultimately aiming to improve their social interaction capabilities within a structured, game-based setting.
Research conducted with 38 students indicates that the level of immersion—specifically comparing smartphone-based virtual reality headsets to standard laptop interfaces—does not significantly influence user satisfaction, perceived efficiency, or the effectiveness of the information exchange process. Both modalities demonstrate equal viability in fostering the intended conversational outcomes. These findings suggest that the specific hardware configuration is less critical than the pedagogical design of the game itself, allowing educational institutions to leverage existing technology rather than investing in specialized immersive equipment.
The study concludes that the game functions as a practical and accessible resource for special education classrooms, effectively providing necessary practice opportunities without imposing additional financial burdens on schools. While the current evidence supports the utility of the software across different hardware platforms, future investigations are necessary to determine the long-term transferability of these conversational skills to real-world social environments. Addressing limitations in sample size and refining technical aspects of the game remain key priorities for subsequent research to further validate the tool's impact on student development.
European Conference on Games Based Learning (ECGBL) · 2026