Playing to Teach: SPED Teachers' Experiences in Using Physical and Traditional Games in Teaching Learners with Special Needs

Main Article Content

Micheele M. Engrecial
https://orcid.org/0009-0008-0306-9210
Sheenah I. Sambaan
https://orcid.org/0009-0000-1469-8380
Annielyn T. Erolan
https://orcid.org/0009-0001-6313-1003
Angel Jane I. Gumalang
https://orcid.org/0009-0001-5426-6766
Mary Chris T. Jimenez
https://orcid.org/0009-0007-7830-1849
Janus A. Naparan
https://orcid.org/0000-0003-4157-0598

Abstract

Background and Aim: Game-based learning has emerged as a promising pedagogical approach in special education, yet existing research has largely examined strategies, challenges, coping mechanisms, and support systems as separate lines of inquiry rather than as an interconnected process, particularly within the Philippine SPED context. This study explored the lived experiences of SPED teachers in using physical and traditional games to teach learners with special needs, examining how their strategies, challenges, coping mechanisms, and support systems interrelate in practice.


Materials and Methods: Using a qualitative case study design, this research employed in-depth semi-structured interviews with five SPED teachers from selected schools in District 6, Oroquieta City Division, Philippines. Purposive sampling was used to select participants who had at least one year of experience in special education and actively used game-based instruction, with the sample size guided by the principle of information power and confirmed through the attainment of thematic saturation. Data were analyzed using thematic analysis following Braun and Clarke's six-phase framework.


Results: Four major themes emerged from the analysis: (1) adaptive game implementation strategies, including game modification, multisensory engagement, and differentiated instruction; (2) multifaceted challenges encompassing training gaps, resource constraints, and accessibility barriers; (3) coping mechanisms such as collaborative problem-solving, creative resource utilization, and pedagogical flexibility; and (4) support systems involving peer collaboration, family partnerships, and limited institutional backing. Teachers demonstrated resourcefulness in adapting games to learners' needs, as they described it, despite significant systemic barriers.


Conclusion: SPED teachers in this study employed creative and adaptive strategies to implement physical and traditional games, transforming limited resources into meaningful learning experiences within their specific classroom contexts. However, persistent challenges in training, resources, and institutional support highlight the need for systematic professional development and structured support systems. The study underscores the importance of collaborative partnerships and teacher resilience in sustaining game-based instruction in special education contexts.

Article Details

How to Cite
Engrecial, M. M., Sambaan, S. I., Erolan, A. T., Gumalang, A. J. I., Jimenez, M. C. T., & Naparan, J. A. (2026). Playing to Teach: SPED Teachers’ Experiences in Using Physical and Traditional Games in Teaching Learners with Special Needs. Journal of Education and Learning Reviews, 3(6), e3776 . https://doi.org/10.60027/jelr.2026.e3776
Section
Articles

References

Adeyele, V. O. (2024). Relative effectiveness of simulation games, blended learning, and interactive multimedia in basic science achievement of varying ability pupils. Education and Information Technologies, 29(11), 14451–14470. https://doi.org/10.1007/s10639-023-12414-z

Adipat, S., Laksana, K., Busayanon, K., Ausawasowan, A., & Adipat, B. (2021). Engaging students in the learning process with game-based learning: The fundamental concepts. International Journal of Technology in Education, 4(3), 542–552. https://doi.org/10.46328/ijte.169

Alotaibi, M. S. (2024). Game-based learning in early childhood education: A systematic review and meta-analysis. Frontiers in Psychology, 15, Article 1307881. https://doi.org/10.3389/fpsyg.2024.1307881

Boichevska, I. (2024). Teachers’ resilience in Europe and Ukraine: Considering main aspects. Perspectives and Innovations of Science, 11(45), 23–34. https://doi.org/10.52058/2786-4952-2024-11(45)-23-34

Borghouts, L. B., Slingerland, M., Weeldenburg, G., van Dijk-van Eijk, B., Laurijssens, S., Remmers, T., & Haerens, L. (2023). Effectiveness of a lesson study intervention on teacher behaviour and student motivation in physical education lessons. Physical Education and Sport Pedagogy, 28(2), 121–138. https://doi.org/10.1080/17408989.2021.1958175

Braun, V., & Clarke, V. (2006). Using thematic analysis in psychology. Qualitative Research in Psychology, 3(2), 77–101. https://doi.org/10.1191/1478088706qp063oa

Cenedesi, R. T. F., Calderaro, K. L. L., da Silva, J. D. F., de Santiago, C. M. C., & Cenedesi Júnior, M. A. (2024). Mental health of education professionals: Challenges, repercussions, and support strategies in the post-pandemic context. IOSR Journal of Humanities and Social Science, 29(9), 22–28. https://doi.org/10.9790/0837-2909092228

Chang, C.-C., Hwang, G.-J., & Ou, L.-S. (2025). Fostering the life skills of learners with intellectual disabilities using interactive technologies: A motivational model-based digital game-based training approach. Journal of Computer Assisted Learning, 41(2), Article e70026. https://doi.org/10.1111/jcal.70026

Chin, J. M.-C., Ching, G. S., del Castillo, F., Wen, T.-H., Huang, Y.-C., del Castillo, C. D., Gungon, J. L., & Trajera, S. M. (2022). Perspectives on the barriers to and needs of teachers’ professional development in the Philippines during COVID-19. Sustainability, 14(1), Article 470. https://doi.org/10.3390/su14010470

Chiva-Bartoll, O., Maravé-Vivas, M., Salvador-García, C., & Valverde-Esteve, T. (2021). Impact of a physical education service-learning programme on ASD children: A mixed-methods approach. Children and Youth Services Review, 126, Article 106008. https://doi.org/10.1016/j.childyouth.2021.106008

Cruz, C. S. D., Arenas, M. R., Palaoag, T. D., & Berba, E. M. (2021). Game-based learning system: Exceptional learners' motivation for better performance. International Journal of Organizational Business Excellence, 1(1), 13–24. https://doi.org/10.21512/ijobex.v1i1.7157

Dahalan, F., Alias, N., & Shaharom, M. S. N. (2023). Gamification and game-based learning for vocational education and training: A systematic literature review. Education and Information Technologies, 29(2), 1279–1317. https://doi.org/10.1007/s10639-022-11548-w

Davis, F. D. (1989). Perceived usefulness, perceived ease of use, and user acceptance of information technology. MIS Quarterly, 13(3), 319–340. https://doi.org/10.2307/249008

Deci, E. L., & Ryan, R. M. (1985). Intrinsic motivation and self-determination in human behavior. Plenum Press. https://doi.org/10.1007/978-1-4899-2271-7

Faber, T., Dankbaar, M., van den Broek, W. W., Bruinink, L. J., Hogeveen, M., & van Merriënboer, J. J. G. (2024). Effects of adaptive scaffolding on performance, cognitive load and engagement in game-based learning: A randomized controlled trial. BMC Medical Education, 24, Article 943. https://doi.org/10.1186/s12909-024-05698-3

Fernández-Batanero, J. M., Montenegro-Rueda, M., & Fernández-Cerero, J. (2022). Are primary education teachers trained for the use of technology with disabled students? Research and Practice in Technology Enhanced Learning, 17, Article 17. https://doi.org/10.1186/s41039-022-00195-x

Fernández-Raga, M., Aleksić, D., İkiz, A. K., Markiewicz, M., & Streit, H. (2023). Development of a comprehensive process for introducing game-based learning in higher education for lecturers. Sustainability, 15(4), Article 3706. https://doi.org/10.3390/su15043706

Fronda, J. R. (2024). Coping mechanisms of teachers in the new normal. GEO Academic Journal, 5(1), Article 76. https://doi.org/10.56738/issn29603986.geo2024.5.76

Gallud, J. A., Carreño-León, M. A., Tesoriero, R., Sandoval, A., Lozano, M. D., Durán, I., Penichet, V. M. R., & Cosio, R. (2023). Technology-enhanced and game-based learning for children with special needs: A systematic mapping study. Universal Access in the Information Society, 22(1), 227–240. https://doi.org/10.1007/s10209-021-00824-0

Groves, E. A., May, R. J., Rees, R. E., & Austin, J. L. (2022). Adapting the good behavior game for special education classrooms. Psychology in the Schools, 59(5), 1015–1031. https://doi.org/10.1002/pits.22496

Kaimara, P. (2026). Digital transformation stands alongside inclusive education: Lessons learned from a project called “Waking Up in the Morning.” Technology, Knowledge and Learning, 31(1), 51–77. https://doi.org/10.1007/s10758-023-09667-5

Kaimara, P., Fokides, E., Oikonomou, A., & Deliyannis, I. (2021). Potential barriers to the implementation of digital game-based learning in the classroom: Pre-service teachers’ views. Technology, Knowledge and Learning, 26(4), 825–844. https://doi.org/10.1007/s10758-021-09512-7

Khaldi, A., Bouzidi, R., & Nader, F. (2023). Gamification of e-learning in higher education: A systematic literature review. Smart Learning Environments, 10, Article 10. https://doi.org/10.1186/s40561-023-00227-z

Kou, R., Li, Z., Li, M., Zhou, R., Zhu, F., Ruan, W., & Zhang, J. (2024). Comparative effectiveness of physical exercise interventions on sociability and communication in children and adolescents with autism: A systematic review and network meta-analysis. BMC Psychology, 12, Article 712. https://doi.org/10.1186/s40359-024-02210-w

Kucher, T. (2021). Principles and best practices of designing digital game-based learning environments. International Journal of Technology in Education and Science, 5(2), 213–223. https://doi.org/10.46328/ijtes.190

Lincoln, Y. S., & Guba, E. G. (1985). Naturalistic inquiry. Sage Publications.

Malterud, K., Siersma, V. D., & Guassora, A. D. (2016). Sample size in qualitative interview studies: Guided by information power. Qualitative Health Research, 26(13), 1753–1760. https://doi.org/10.1177/1049732315617444

Mangsat, I. P., & Naparan, G. B. (2026). Teachers’ flexibility and coping mechanisms among teachers impacted by school closures. Journal of Education and Learning Reviews, 3(2), Article e2828. https://doi.org/10.60027/jelr.2026.e2828

Merriam, S. B. (1998). Qualitative research and case study applications in education: Revised and expanded from Case study research in education. Jossey-Bass.

Mutiah, D., & Ramadhani, S. P. (2024). Teacher resilience during the COVID-19 pandemic. Jurnal Psikologi, 20(2), 179. https://doi.org/10.24014/jp.v20i2.25079

Raguindin, P. Z. J., Custodio, Z. U., & Bulusan, F. (2021). Engaging, affirming, nurturing inclusive environment: A grounded theory study in the Philippine context. IAFOR Journal of Education, 9(1), 113–131. https://doi.org/10.22492/ije.9.1.07

Temlali, T. Y., Lust, J. M., Klaperski, S., & Steenbergen, B. (2024). The effectiveness of exergames in improving physical activity behaviour and physical literacy domains in adolescents with developmental coordination disorder and cerebral palsy: A scoping review. Child: Care, Health and Development, 50(4), Article e13293. https://doi.org/10.1111/cch.13293

Tlili, A., Denden, M., Duan, A., Padilla-Zea, N., Huang, R., Sun, T., & Burgos, D. (2022). Game-based learning for learners with disabilities—What is next? A systematic literature review from the activity theory perspective. Frontiers in Psychology, 12, Article 814691. https://doi.org/10.3389/fpsyg.2021.814691

Topping, K. J., Douglas, W., Robertson, D., & Ferguson, N. (2022). Effectiveness of online and blended learning in schools: A systematic review. Review of Education, 10(2), Article e3353. https://doi.org/10.1002/rev3.3353

Toquero, C. M. D. (2021). “Sana all” inclusive education amid COVID-19: Challenges, strategies, and prospects of special education teachers. International and Multidisciplinary Journal of Social Sciences, 10(1), 30–51. https://doi.org/10.17583/rimcis.2020.6316

Villalba, K., Robles, H., Jimeno, M., Delgado-Cañas, M. C., Pérez, A., & Quintero, F. (2025). An activity theory-based exploration of “Eyeland,” a task-based serious game for EFL visually impaired students. PeerJ Computer Science, 11, Article e2631. https://doi.org/10.7717/peerj-cs.2631

von Kotzebue, L., Zumbach, J., & Brandlmayr, A. (2022). Digital escape rooms as game-based learning environments: A study in sex education. Multimodal Technologies and Interaction, 6(2), 8. https://doi.org/10.3390/mti6020008

Walsh, Ó., Linehan, C., & Ryan, C. (2025). Is there evidence that playing games promotes social skills training for autistic children and youth? Autism, 29(2), 329–343. https://doi.org/10.1177/13623613241277309

Xu, M., Luo, Y., Zhang, Y., Xia, R., Qian, H., & Zou, X. (2023). Game-based learning in medical education. Frontiers in Public Health, 11, Article 1113682. https://doi.org/10.3389/fpubh.2023.1113682

Yildirim, O., & Sürer, E. (2021). Developing adaptive serious games for children with specific learning difficulties: A two-phase usability and technology acceptance study. JMIR Serious Games, 9(2), Article e25997. https://doi.org/10.2196/25997

Similar Articles

You may also start an advanced similarity search for this article.