Gamification Helps Special Needs Children Boost Self-confidence

Kuala lumpur: Digital learning and gamification are among the best approaches that can be adopted to strengthen special education and help special needs students learn more effectively according to their needs. Founder of Bizara education centre Wan Zakaria Wan Abu Bakar said the approach was not merely about introducing technology into classrooms, but also aimed at helping special needs students understand lessons more effectively according to their abilities and individual learning styles.

According to BERNAMA News Agency, Wan Zakaria highlighted that this approach is highly significant for special needs students, as many have visual learning styles and require various forms of stimulation to maintain their attention when lessons are delivered interactively. Technology serves as a medium to enhance teachers' teaching processes, while gamification also helps improve motivation, attention span, memory retention, and self-confidence when students successfully complete tasks.

He explained that the use of smartboards enables teachers to deliver lessons in a more visual and interactive manner through pictures, videos, animations, simulations, and touch-based activities, thereby increasing student engagement in the classroom. For students with conditions such as autism, dyslexia, attention deficit hyperactivity disorder (ADHD), and developmental delays, this visual and interactive approach helps improve focus, understanding, communication skills, and self-confidence during the learning process.

Wan Zakaria further elaborated that gamification is an educational approach incorporating game elements such as challenges, rewards, scores, achievement levels, and immediate feedback into the learning process. This approach allows students to learn through enjoyable experiences without compromising learning objectives. Unlike ordinary games, each gamification activity is designed based on the intended learning outcomes. Students do not merely play, but also solve problems, make decisions, repeat exercises, and receive immediate feedback.