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[Chapter II.6.] Analogue Game-Based Learning to Address Underemployment of People with Intellectual Disability: Resources and Best Practices

Chapter Title: Analogue Game-Based Learning to Address Underemployment of People with Intellectual Disability: Resources and Best Practices

Author(s)

João Léste - PUC-Rio, LINC-Design, Brazil
Carla Sousa - Lusófona University, CICANT, Portugal

https://doi.org/10.24140/nobarriers.v1.p02.06  

Abstract

This chapter delineates an inquiry into the prevalent unemployment rates among People with Disabilities (PwD), focusing on the systemic impediments and societal biases that preclude their full participation in the labour market. As one of the potential paths, it introduces Game-Based Learning (GBL) as an intervention to ameliorate these disparities, particularly for People with Intellectual Disability (PwID). The objectives include a critical examination of current employment challenges faced by this cohort, an exposition of GBL and its pedagogical potential, and a presentation of empirical evidence underscoring the efficacy of games in cultivating pivotal employment-driven skills. Further, it scrutinises the instrumental roles of support workers in defining GBL initiatives, devising actionable strategies for the needs of PwID, and navigating the ethical terrain in the implementation of reasonable accommodations and assistive technologies. Therefore, it advocates for a preliminary evaluative engagement with selected games by pedagogical facilitators to ensure alignment with the specific developmental requisites and aspirations of the target demographic.
Keywords: Game-Based Learning; Intellectual Disability; Employment Barriers; Analogue Games; Accessibility.


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Relevance of the Chapter for People with Intellectual Disability (PwID): The chapter delineates strategies to enhance the employability of PwID utilising Game-Based Learning (GBL). It explores GBL’s efficacy in refining skills vital for workforce integration, enhancing negotiation and communication abilities among PwID. Highlighting specific games designed to cultivate these essential competencies, the chapter assesses their utility in preparing PwID for employment challenges. It also addresses potential barriers to implementing GBL for PwID, including accessibility issues, the need for tailored game modifications, and overcoming societal and institutional biases against the employability of PwID.


Cite as: Léste, J., & Sousa, C. (2024). Analogue Game-Based Learning to Address Underemployment of People with Intellectual Disabilities: Resources and Best Practices. In C. Sousa, J. Pereira, & C. Casimiro (Eds.), No Barriers: Strategies and Best Practices for the Employment of Individuals with Intellectual Disability (pp. 129-142). Edições Universitárias Lusófonas. https://doi.org/10.24140/nobarriers.v1.p02.06