Gamification as technology enabler in SEN and DHH education

GL Chan, MI Santally, J Whitehead - Education and Information …, 2022 - Springer
Yearly in Mauritius, only a few Special Educational Needs (SEN) and especially Deaf and
Hard of Hearing (DHH) students manage to get a passing mark in French language at …

The CrazySquare project for music learning in Italian school-age pre-adolescents: integrating technology into educational practice

S Peretti, F Caruso, MC Pino, M Giancola… - Journal of Computers in …, 2024 - Springer
The daily incorporation of music education and instrumental practice within school settings
has been linked to various advantages, such as enhanced language skills and improved …

Exploring asymmetric roles in mixed-ability gaming

D Gonçalves, A Rodrigues, ML Richardson… - Proceedings of the …, 2021 - dl.acm.org
The landscape of digital games is segregated by player ability. For example, sighted players
have a multitude of highly visual games at their disposal, while blind players may choose …

Design framework for social interaction with location-based games

X Fonseca, S Lukosch… - International …, 2022 - journal.seriousgamessociety.org
Location-based games invite players to have new forms of meaningful social interactions
with others and provide opportunities for players to engage with their own neighbourhood's …

More than a gimmick-Digital tools for boardgame play

MJ Rogerson, LA Sparrow, MR Gibbs - … of the ACM on Human-Computer …, 2021 - dl.acm.org
Despite increasing interest in the use of digital tools in boardgames for both commercial and
research purposes, little research has to date explored how and why these tools are used …

Requirements for location-based games for social interaction

X Fonseca, S Lukosch, H Lukosch… - IEEE Transactions on …, 2021 - ieeexplore.ieee.org
Social interaction is part of the fabric of society and is essential to challenge many types of
social barriers. Location-based games (LBGs) provide a means to foster such interaction in …

The silent reading supported by adaptive learning technology: Influence in the children outcomes

C Vincenza, CM Rosita, F Daniela, G Rosella… - Computers in Human …, 2016 - Elsevier
In primary school, most children develop a deep comprehension skill in reading but not all
children improve their learning competence in the same time and manner. Several children …

Interactive multimedia games to enhance the emotional intelligence of deaf and hard of hearing adolescents.

N Nakpong, S Chanchalor - International Journal of Instruction, 2019 - ERIC
The purpose of this study was to design and test interactive multimedia games to enhance
the emotional intelligence (EI) of deaf and hard of hearing (DHH) learners age 13 to 15 in …

Serious game as support for the development of computational thinking for children with hearing impairment

S Cano, JS Naranjo, C Henao, C Rusu… - Applied Sciences, 2020 - mdpi.com
Computational thinking (CT) has been a topic of interest in research, not only in the field of
computer science, but also in education, since it allows the development of a set of …

[PDF][PDF] Gamify the Audiation: The CrazySquare Project.

F Caruso, T Di Mascio, M Pennese - CSEDU (1), 2019 - scitepress.org
In a world in which a large amount of ICT game-based systems deal with the musical
abilities without really supporting a high level of musical education, CrazySquare, initially …