Games for enhancing basic reading and maths skills: A systematic review of educational game design in supporting learning by people with learning disabilities.
Joni Lämsä, Raija Hämäläinen, Mikko Aro, Raine Koskimaa, Sanna‐Mari Äyrämö
págs. 596-607
Accessible electronic games for blind children and young people.
George Giannakopoulos, Nicolas‐Alexander Tatlas, Vassilios Giannakopoulos, Andreas Floros, Philippos Katsoulis
págs. 608-619
Inclusive sound and music serious games in a large‐scale responsive environment.
Marcella Mandanici, Federico Altieri, Antonio Rodà, Sergio Canazza
págs. 620-635
CPRforblind: A video game to introduce cardiopulmonary resuscitation protocol to blind people.
Antonio Rodríguez, Imma Boada, Santiago Thió Fernández de Henestrosa, Mateu Sbert
págs. 636-645
págs. 646-658
págs. 659-672
págs. 673-689
The opportunities and challenges of serious games for people with an intellectual disability.
Melody M. Terras, Elizabeth A. Boyle, Judith Ramsay, Dominic Jarrett
págs. 690-700
Designing an augmented tabletop game for children with cognitive disabilities: The “Home game” case.
Maria Korozi, Asterios Leonidis, Stavroula Ntoa, Dimitrios Arampatzis, Ilia Adami, Margherita Antona, Constantine Stephanidis
págs. 701-716
CREC: the role of serious games in improving flexibility in thinking in neuropsychological rehabilitation.
Laura Colautti, Davide Baldassini, Vera Colombo, Stefano Mottura, Marco Sacco, Matteo Sozzi, Massimo Corbo, Maria Luisa Rusconi, Alessandro Antonietti
págs. 717-727
págs. 728-741
Autistic youth in 3D game‐based collaborative virtual learning: Associating avatar interaction patterns with embodied social presence.
págs. 742-760
Speech training for neurological patients using a serious game.
Mario Ganzeboom, Marjoke Bakker, Lilian Beijer, Toni Rietveld, Helmer Strik
págs. 761-774
págs. 775-799
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