game-based learning for learners with disabilities—what is next? A systematic literature review from the activity theory perspective

A Tlili, M Denden, A Duan, N Padilla-Zea… - Frontiers in …, 2022 - frontiersin.org
The design, implementation, and outcome of game-based learning for learners with
disabilities have not been sufficiently examined systematically. Particularly, learner-based …

Differentiated instruction within senior secondary curriculum frameworks: A small‐scale study of teacher views from an independent South Australian school

T Porta, N Todd - The Curriculum Journal, 2022 - Wiley Online Library
There is a paucity of research around Differentiated Instruction (DI) in Australian senior
secondary education even though this approach has been shown to have the potential to …

Multimedia of educational game for disability intellectual learning process: A systematic review

FP Hardiyanti, N Azizah - International Conference on Special …, 2019 - atlantis-press.com
Learning through play is an activity that is widely practiced in the current era. Educational or
computer-based educational games in the learning process are not only entertaining but …

Commercially available digital game technology in the classroom: Improving automaticity in mental-maths in primary-aged students

J O'Rourke, S Main, SM Hill - Australian Journal of Teacher …, 2017 - search.informit.org
In this paper we report on a study of the implementation of handheld game consoles (HGCs)
in 10 Year four/five classrooms to develop student automaticity of mathematical calculations …

A qualitative meta-analysis on the use of serious games to support learners with intellectual and developmental disabilities: What we know, what we need to know and …

C Koh - International Journal of Disability, Development and …, 2022 - Taylor & Francis
This paper provides a qualitative meta-analysis of the literature on the use of serious games
to assist learners with intellectual and developmental disabilities. It aims to identify the …

Defining preliminary research for digital game-based learning evaluation: Best practices.

D Pauline-Graf, SE Mandel - International Journal of Educational …, 2019 - ERIC
The surge of learners being immersed in computer game contexts for learning has instigated
dialogue about the contextually appropriate collection of reliable and valid data to inform …

Multimodality by electronic games as assistive technology for visual disabilities

CG Bernardo, A Mori, TRC Orlandi… - 2016 1st international …, 2016 - ieeexplore.ieee.org
With increasingly attention to the digital gaming industry in entertainment, games have
become more graphical, solidifying the visual modality. In this reality, visually impaired …

Let me play: unfolding the research landscape on ICT as a play-based tool for children with disabilities

EA Nisiforou, P Zaphiris - Universal Access in the Information Society, 2020 - Springer
This paper reviews the literature devoted to the state of ICT as a play-based tool for children
with disabilities published between 2014 and 2016. The purpose of the study was to unfold …

The potential of serious games to foster learning among children and adolescents with disabilities: A systematic review

C Keller, AK Döring… - Digital Culture …, 2021 - westminsterresearch.westminster.ac …
Serious Games for children and adolescents with disabilities can enhance their learning and
respond to their needs in an inclusive educational setting. The aim of this systematic review …

[PDF][PDF] EĞİTİMDE SANAL GERÇEKLİK ÇALIŞMALARI: GÜNCEL ARAŞTIRMALARDAKİ EĞİLİMLERİN ANALİZİ

E Özeren, E Tosunoğlu, MF Pekyürek… - Abant İzzet Baysal …, 2021 - dergipark.org.tr
Bu makalenin amacı, son dört yıllık süreçte alanyazında yapılmış olan, eğitim alanındaki
sanal gerçeklik çalışmalarının betimsel olarak analizini yapmaktır. Bu doğrultuda Web of …