During the realization phase of the project, the "Digital Game-Based Learning Teaching Model" was preferred, and in this model, the game is used as a platform to transfer learning contents to the user. The design plan of the “Bring Autism to the Game” mobile game application; problem analysis, student characteristics, learning and the purpose of the game were planned according to 6 main language usage categories: "Daily Life", "Food", "Drinks", "Activities", "Emotions" and "Numbers". . Each main language usage category consists of 9 sub-language skill category activities. Each sub-language skill category consists of 3 imitation sentence activities, and there are a total of 162 imitation sentence activities in practice. Android, which is the most widely used mobile operating system, was preferred for the developed mobile game application.
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