Gamification Applications For Autism
▶Summary
It was intended to improve the learning outcomes of autistic adults aged 35–50 through digital gamification. Specific objectives: (1) increase trainers’ knowledge of the different forms of autism;...
▶Objectives
It was intended to improve the learning outcomes of autistic adults aged 35–50 through digital gamification. Specific objectives: (1) increase trainers’ knowledge of the different forms of autism; (2) strengthen trainers’ competences in using gamification-based tools and methods in pathways for autistic adults. The objectives were translated into measurable outcomes: a ≥70% increase in disciplinary knowledge after the first training and a ≥60% increase in methodological competences after the second; production of 16 video tutorials (8 on forms of autism, 8 on gamified methodologies) with indications for real-world application. Verification was carried out through structured pre/post tests, subsequent surveys, and usage analytics to correlate trainers’ learning with improvements in adult-learning delivery. The formulation remained aligned with Erasmus+ priorities (inclusion, educators’ professional development, digital transformation), privileging accessible, scalable approaches with intersectoral transferability to support post-project sustainability.
▶Activities
Activities were implemented as planned: a kick-off meeting to set governance, roles, schedule, quality plan, and risk management; training on forms of autism, characteristics, and operational approaches; a mid-term monitoring meeting to review indicators, deliverables, and corrective actions; training on gamification and its application in learning pathways; and a closing meeting for final evaluation, capitalisation, and dissemination. Coordination was ensured via Google Meet; materials were stored and shared on Google Drive; communications used the project’s official email. For each stage, an agenda, minutes, and checklists were prepared, with publication of teaching materials to support adoption in courses.
▶Impact
By the end of the first training, an average ≥70% increase in trainers’ knowledge of the various forms of autism was recorded through pre/post testing. Eight video tutorials were produced on forms and degrees of autism for adult learning and shared among partners. Following the second training, a ≥60% increase was observed in competences for using gamification tools and methods; a further eight video tutorials on innovative methodologies were created. These results improved the effectiveness of training pathways and reinforced alignment with inclusion and digital-transformation priorities.