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Source: Sarkar, R. and Chandra, S. (2015). Efficacy of adapted games on concept formation among
children with mild intellectual disability. Journal of Disability Management and Special Education, 5(2),
28-36. (JISSN: 2229-5143). (Peer Reviewed Bi-annual Journal) (Research paper).
EFFICACY OF ADAPTED GAMES ON CONCEPT FORMATION AMONG
CHILDREN WITH MILD INTELLECTUAL DISABILITY
*Ratan Sarkar & **Ms. Saumya Chandra
ABSTRACT
In the present study, researcher had tried to find out the “Efficacy of adapted games on concept
formation among children with mild intellectual disability”. To serve the purpose of the research
ten samples with mild intellectual disability belonging to the age range of 8-12 years were
selected through purposive sampling technique and an intervention package including four
adapted games for teaching four basic concepts namely number, shape, direction and color, was
developed by the researcher. An intervention program was conducted for 20 sessions followed by
Post test. Collected data were analyzed both quantitatively and qualitatively. Related Samples
Wilcoxon Signed Rank Test was applied for the study. The pre and post test mean scores of
leaning concepts such as number, shape, direction, and color are subsequently presented as:
60.800 & 69.600, 21.900 & 26.900, 27.700 & 34.300, and 17.900 & 21.000. It shows significant
difference in all the areas of the study.
**Key Words: Adapted Games, Concept Formation (Number, Shape, Direction & Color), and
Children with Mild Intellectual Disability (CWMID).
*Research Scholar, Faculty of Disability Management and Special Education, Ramakrishna
Mission Vivekananda University, Coimbatore-20, Tamil Nadu. Email:
[email protected]. Mob: 08012895837
**Assistant Professor, Faculty of Disability Management and Special Education, Ramakrishna
Mission Vivekananda University, Coimbatore-20, Tamil Nadu. Email:
[email protected]. Mob: 09500328404
…………………………………………………………………………………………………….
Introduction
As every individual is unique in all aspects of life, it is very important to identify and channelize
his/her areas of interests and abilities. Ideally, Special education is the education of students with
special needs in a way that addresses the students' individual differences and needs. „This
process involves the individually planned and systematically monitored arrangement of teaching
procedures, adapted equipment and materials, designed instructions, accessible settings, and
other interventions designed to help learners with special needs achieve a higher level of
personal self-sufficiency and success in school and community (Hallahan & Pullen, 2014)‟.
Children‟s exceptionalities, their differences, must not be allowed to obscure the ways in which
they are like others. The most important goal of special education is to find out and capitalize the
exceptional students‟ special talent, capabilities and strength. Special education also strives to
bridge the gap between the cognitive deficit and education of children with intellectual disability.
„The cognitive processes involved in play or games are similar to those involved in learning:
motivation, meaning, concept formation, repetition, self-regulation, and abstract thinking.
Games, by virtue of their attraction and functions, invite exploration and discovery - learning
activities par excellence. The ability to read, speak and do maths ultimately rests upon the child‟s
capacity to use symbols (Hall 1991, Ungerer 1986)‟. „Attention span during free play depends
almost solely on the type and number of toys available (Moyer, 1955)‟. „Research revealed that
proper attention is essential for reading and for any kinds of learning and performance (Schulz,
2008)'. Without having any interest and motivation in a particular subject, it is quite impossible
for anyone to be attentive and confident. On the other hand, it was also found that „there is a link
between children‟s confidence and motivation when playing. Children who are motivated by
play and try to expand their play actions tend to be more confident. Children with special needs
show keen interest towards games and sports and other physical activities and get motivated by
game at ease (Westman, 2003)‟.
Recent developments in biology, psychology and neuroscience lend credence to the importance
of game in human evolution and development. Game or play may even be the cornerstone of
society as it requires communication and cooperation among people playing different roles and
following agreed-upon rules (Jeffrey Goldstein, 2012). It is also investigated that there is a
significant relationship between motivational capability of educational games and students‟
acquisition of learning content (M. P. Jacob Habgood & Shaaron E. Ainsworth, 2011). Teaching
strategies that accommodate learners with intellectual disabilities include material adaptations,
multi-level curriculum and substitute curriculum (Ainscow, 2003). A wide variety of teaching
methods and strategies can be employed to meet learners‟ individual needs. Task analysis
technique and Concept formation theory can be very useful in teaching learners with intellectual
disabilities (Slavin, 1996; Mpofu, 2000; Forlin, 2006). It was also reviewed that there is a dearth
of research on how leisure activities can be put to good use in education to improve the quality of
life for CWMID in India context.
Need and Significance of the Study
To achieve the philosophy and goals of inclusion, it is a felt need to identify and channelize the
talent and abilities of children with intellectual disability and also help them mingle with peers in
the society. It is a proven fact that children with intellectual disability possess low level of IQ,
that is either 70 or below 70, and the children who are having a range of IQ up to 50 - 69, are
considered as CWMID and fall under educable group. They are being taught in regular
classroom in inclusive set up. As per the psychological view point, proper attention is very much
needed to learn effectively. Without having any interest in a particular subject it is quite
impossible to be attentive. CWMID always face problem in learning by following the methods
which are used in classroom by teacher (Mark Dombeck, et al., 2013). Due to deficits in
cognitive area which is responsible for Concept formation they find difficulty in following the
methods through which they are taught and often they lose their interest in teaching-learning
process. On the other hand, they keenly participate in games and sports and they do learn many
social skills through them. Therefore, a need was felt by the researcher to investigate that if in an
appropriate way those games are adapted, keeping in mind the purpose of cultivating cognitive
concepts such as; number, color, direction and shape, the process of learning would be easier or
not for children with intellectual disabilities. Considering these issues, the present topic has been
selected to study the effect of adapted games on concept formation among children with
intellectual disability.
Objectives of the Study
1. To find out the effect of adapted games on developing number concept among CWMID.
2. To find out the effect of adapted games on developing shape concept among CWMID.
3. To find out the effect of adapted games on developing direction concept among CWMID.
4. To find out the effect of adapted games on developing color concept among CWMID.
Hypothesis
1. There will be no significant differences between pre-test and post test scores of number
concept among CWMID.
2. There will be no significant differences between pre-test and post test scores of shape
concept among CWMID.
3. There will be no significant differences between pre-test and post test scores of direction
concept among CWMID.
4. There will be no significant differences between pre-test and post test scores of color concept
among CWMID.
Methodology
Research Design
This study employs single group pre-test and post-test design under experimental research
method.
Sample Design
Ten CWMID, ranging from 8 to 12 years were selected to serve the purpose of the study using
purposive sampling technique.
Selection of Variables
Independent Variable- Adapted games
Dependent Variable- The current level of color, number, and shape and direction concept of
CWMID.
Development of Tool
An Informal Checklist consists of 52 items imparting into four domains such as; (1) Number
Concept (24 items), (2) Shape Concept (9 items), (3) Direction Concept (12 items) and (4) Color
Concept (7 items) was developed by the researcher to assess the current level of the selected
concepts before and after intervention programme is conducted.
Establishment of Validity and Reliability
The validity of the Informal Checklist was ensured through item validity. The researcher
circulated the tool to 5 well qualified and experienced professionals in the respective and on the
basis of their suggestions and comments the Informal Checklist had been modified. „Test retest
method‟ was used to establish the reliability of the Informal Checklist. The reliability coefficient
based on „test-retest‟ for the Informal Checklist was determined as 0.95.
Directions for Use
The following instructions were followed for scoring during assessment:
Each sample was assessed individually and noted down his/her performance level
separately.
Assessment was in ascending order in each domain.
Indices and Scoring Criteria
The indices and scoring criteria are as given below-
Pilot Study
The researcher had conducted a pilot study with five samples of CWMID studying at special
school to assess their current level and to find out the appropriateness of the items selected for
the Informal checklist in the areas namely Shape, Color, Direction, Number. Few corrections
were made based on the findings of the pilot study to modify the Informal Checklist according to
the level of CWMID. On the other hand it had also helped the researcher to find out the practical
difficulties which could arise at the time of conducting intervention program. The pilot study was
also useful for the researcher to modify the adapted games in a better way.
Data Gathering Procedure
1. Ten samples including 5 male and 5 female both in the age range of 8-12 years were
selected with prior permission from Head of the institute for the study.
Indices Used Marks/Mark
„I‟ for performing an item independently. 4 Marks
„C‟ for performing an item with clue. 3 Marks
„VP‟ for performing an item with verbal prompt. 2 Marks
„Dependent‟ (D) for not able to perform an item. 1 Mark
2. A pre-test was conducted to measure the current level of the sample using an Informal
Checklist developed by the researcher.
3. Intervention package including specific adapted games was developed by the researcher
based on the current level of the sample selected.
4. Intervention was given for a specific period (20 sessions).
5. At the end of the intervention post-test was conducted using the same Informal Checklist
to measure the progress of the sample.
6. Retention test was conducted by the researcher by using the same checklist to find out the
effect of the intervention after the 15 days of the intervention programme.
Data Analysis
The collected data were carefully tabulated and organized for the purpose of statistical analysis.
The collected data were analyzed both quantitatively and qualitatively. Since the selected sample
size was small (10) and heterogeneous in nature and the difference between the means score of
two related or paired sample had to be studied, Non-Parametric Paired Sample Wilcoxon Signed
Rank Test was applied for analyzing the collected data.
Results and Discussion with Reference to Hypothesis and Objectives
Hypothesis 1: There will be no significant differences between pre-test and post test scores of
number concept among CWMID.
Table No. –1: Comparison of pre and post test mean scores of learning number concept
**Significant at .005 level.
The objective No. 1 was to find out the effect of adapted games on developing number concept
among children with mild intellectual disability. The pre-test mean score of leaning number
concept is 60.800 whereas the Post tests mean score of the same group is 69.600. Related
samples Wilcoxon Signed Rank Test shows that there is significant difference between pre-test
and post-test scores of learning number concept. Therefore, the null hypothesis No.1: „There
Descriptive Statistics
Tests N Minimum Maximum Mean Std.
Deviation
Type of
Test
Sig. Decision
Pre test 10 49.0 68.0 60.800 7.3151 Related
samples
Wilcoxon
Signed
Rank Test
Sig. at
.005
level
Reject the
null
hypothesis Post test 10 53.0 80.0 69.600 8.0028
will be no significant differences between pre-test and post test scores of number concept among
children with mild intellectual disability‟ is rejected.
Hypothesis 2: There will be no significant differences between pre-test and post test scores of
shape concept among CWMID.
Table No. – 2: Comparison of pre and post test mean scores of learning shape concept
**Significant at .005 level.
The objective No. 2 was to find out the effect of adapted games on developing shape concept
among children with mild intellectual disability. The pre-test mean score of shape concept is
21.900 whereas the Post tests mean score of the same group is 26.900. Related samples
Wilcoxon Signed Rank Test shows that there is significant difference between pre-test and post-
test scores of learning number concept. Therefore, the null hypothesis No. 2: “There will be no
significant differences between pre-test and post test scores of shape concept among Children
with mild intellectual disability” is rejected.
Hypothesis 3: There will be no significant differences between pre-test and post test scores of
direction concept among CWMID.
Table No. - 3: Comparison of pre and post test mean scores of learning direction concept
**Significant at .008 level.
The objective No. 3 was to find out the effect of adapted games on developing direction concept
among children with mild intellectual disability. The pre-test mean score of shape concept is
Descriptive Statistics
Tests N Minimum Maximum Mean Std.
Deviation
Type of
Test
Sig. Decision
Pre test 10 15.0 29.0 21.900 5.2377 Related
Samples
Wilcoxon
Signed
Rank Test
Sig. at
.005
level
Reject the
null
hypothesis Post test 10 20.0 32.0 26.900 3.8715
Descriptive Statistics
Tests N Minimum Maximum Mean Std.
Deviation
Type of Test Sig. Decision
Pre test 10 21.0 39.0 27.700 4.9227 Related
Samples
Wilcoxon
Signed
Rank Test
Sig. at
.008
level
Reject the
null
hypothesis Post test 10 27.0 42.0 34.300 4.9900
27.700 whereas the Post tests mean score of the same group is 34.300. Related samples
Wilcoxon Signed Rank Test shows that there is significant difference between pre-test and post-
test scores of learning direction concept. Therefore, the null hypothesis No. 3: “There will be no
significant differences between pre-test and post test scores of direction concept among children
with mild intellectual disability” is rejected.
Hypothesis 4: There will be no significant differences between pre-test and post test scores of
color concept among CWMID
Table No.-4: Comparison of pre and post test mean scores of learning color concept
**Significant at.004 level.
The objective No. 4 was to find out the effect of adapted games on developing color concept
among children with mild intellectual disability. The pre-test mean score of shape concept is
17.900 whereas the Post tests mean score of the same group is 21.000. Related samples
Wilcoxon Signed Rank Test shows that there is significant difference between pre-test and post-
test scores of learning color concept. Table 4.8 shows that it is significant at the level .004.
Therefore, the null hypothesis No. 4: “There will be no significant differences between pre-test
and post test scores of color concept among children with mild intellectual disability” is rejected.
Discussion with Reference to Earlier Studies
The results coincide with results of Fujita‟s (2007) study which indicated that participation in
extracurricular activities affects students‟ academic performance. In 2011, Panda and Shalala
also found that the effect of co-operative learning model on students' academic achievement is
highest. In the present study, the researcher involved 10 students in each game. Students‟
cooperativeness was also emphasized and the result was positive. Browder et al. (2006) opined
that there is a variety of ways to teach sight words to students with significant cognitive
disabilities within the classroom, which will hopefully be generalized to other settings through
subsequent instruction. A comprehensive research review done by Browder, et al. found that
there was significant evidence for teaching students with significant cognitive disabilities to read
sight words using systematic prompting techniques in a repeated (massed) trial format. These
techniques may include modification in instructional strategies and using concrete materials. In
this present study adapted games were developed and systematically designed by modifying
traditional games and using concrete materials to develop some concepts among CWMID. The
Descriptive Statistics
Tests N Minimum Maximum Mean Std.
Deviation
Type of
Test
Sig. Decision
Pre test 10 14.0 24.0 17.900 2.7669 Related
Samples
Wilcoxon
Signed
Rank Test
Sig. at
.004
level
Reject the
null
hypothesis Post test 10 18.0 26.0 21.000 2.4495
results showed that the adapted games have significant effect on the concept formation among
children with mild intellectual disability.
Educational Implications
CWMID exhibit problem in learning number concept through traditional way of teaching. In
the present study, the adapted game namely “Follow the Path” has been found to be very
effective for the development of number concept among CWMID. Therefore general as well
as special educators can use this game to develop number concepts among CWMID.
Result shows that the pre and post test mean scores of leaning shape concept before and after
intervention respectively were 21.900 & 26.900. So it is evident that the adapted game
named “Throw and Enjoy” has effectiveness for the development of Shape concept among
CWMID. Hence this adapted game can be used by the classroom teacher to teach shape
concept to CWMID.
Result shows the pre and post test mean scores of leaning direction concept and the scores
are 27.700 & 34.300. Therefore, the adapted game named “Pass the Handkerchief” has
significant effect for the development of color concept among CWMID.
The adapted game namely “Color Hunt” also has been found to be an important instrument
for the development of color concept among CWMID. It is also an alternative way of
developing color concept among CWMID who face difficulties in learning color concept
through conventional way of teaching.
Adapted games can be used as an appropriate means of better planning of instructional and
teaching methods especially for the students with mild intellectual disability.
Considering individual choice and ability level, the class teacher can use adapted games for
the students with mild intellectual disability in a group of regular children so that the notion
of inclusion comes into reality.
To establish a healthy relationship and for teaching abstract concepts among peer groups the
class teacher can use adapted games.
Not only for academic skill enhancement but also for the all round developments of the
students with mild intellectual disability proper and planned adapted games are needed to be
developed.
To create fearless environment and ensure active participation of the students with mild
intellectual disability in teaching learning process the adapted games have been proved to be
very effective.
Limitations of the Present Study
The present study has some limitations, Such as -
In the present study sample size was very small. Only 10 samples with mild intellectual
disability were selected by the researcher from one special school.
Duration of the study was very short. Especially the intervention was conducted for 30 days
only. The sessions for the intervention programs were 20 and time span of each session was
1:45 - 2:15 hours.
Researcher had taken help from the class teachers for giving the instruction in Tamil
language to the students. If the researcher could speak Tamil, the results would be more
authentic.
This study did not include children with sensory disabilities like visual impairment, hearing
impairment as well as speech impairment.
Intervention package (adapted games) was developed for cultivating few concepts like
number (1 - 10), shape (square, circle, triangle, and rectangle), direction (right, left, front,
and back) and color (red, green, and yellow) only.
Conclusion
The present study revealed that adapted games have an important effect on the concept formation
among CWMID. CWMID face a lot of difficulties in learning many concepts through traditional
methods of teaching & learning given in the class room settings. These include lack of
motivation, fear, complex instruction, short attention span and concentration, difficulty in
problem solving, cognitive delays and inactive participation in the teaching learning process. An
innovative attempt had been made in this study to address the difficulties mentioned before and
to see the effect of adapted games on developing four concepts namely number, shape, direction,
and color concept. The results derived from quantitative and qualitative analysis of collected data
revealed that Adapted games not only helped in formation of concepts like number, shape,
direction and color but also it helped in developing social skills, communication skills, patience
level, discipline, sharing, group living, leading and helping, which in turn help the CWMID to
lead an independent community life.
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