The purpose of play: How HCI games research fails neurodivergent populations
Play presents a popular pastime for all humans, though not all humans play alike.
Subsequently, Human–Computer Interaction Games research is increasingly concerned …
Subsequently, Human–Computer Interaction Games research is increasingly concerned …
Academic methods for usability evaluation of serious games: a systematic review
R Yanez-Gomez, D Cascado-Caballero… - Multimedia Tools and …, 2017 - Springer
In the last years, there has been an increasing interest in the design of video games as a
tool for education, training, health promotion, socialization, etc. Usability, which is a key …
tool for education, training, health promotion, socialization, etc. Usability, which is a key …
Using online information technology for deaf students during COVID-19: A closer look from experience
The COVID-19 pandemic has interrupted the education of millions of students across the
world. The purpose of this study was to investigate the perceptions regarding the …
world. The purpose of this study was to investigate the perceptions regarding the …
Interactive technologies for autism
This book provides an in-depth review of the historical and state-of-the-art use of technology
by and for individuals with autism. The design, development, deployment, and evaluation of …
by and for individuals with autism. The design, development, deployment, and evaluation of …
Educational theories and computer game design: lessons from an experiment in elementary mathematics education
A Es-Sajjade, F Paas - Educational Technology Research and …, 2020 - Springer
Although educational games have been used for a considerable time, their true potential for
enhancing achievement and motivation is still being explored. We argue in this paper that …
enhancing achievement and motivation is still being explored. We argue in this paper that …
STEM for inclusive excellence and equity
DH Clements, M Vinh, CI Lim… - Developing Culturally and …, 2023 - taylorfrancis.com
Research Findings: Educators declare their commitment to high-quality education for all
children. Science, Technology, Engineering, and Mathematics (STEM) has been …
children. Science, Technology, Engineering, and Mathematics (STEM) has been …
Digital games pre-schoolers play: parental mediation and examination of educational content
The aim of this study is to examine mediations of parents who make digital games played by
60–72 months old children accessible, and the contents of the digital games played by …
60–72 months old children accessible, and the contents of the digital games played by …
A review on complementary natures of tangible user interfaces (TUIs) and early spatial learning
Spatial skills are essential for everyday tasks, and technology blends seamlessly into
children's everyday environment. Since spatiality as a term is ubiquitous in experience this …
children's everyday environment. Since spatiality as a term is ubiquitous in experience this …
[PDF][PDF] Digital game-based learning for early childhood
N Peirce - Learnovate Centre, 2013 - members.learnovatecentre.org
The use of digital game-based learning for early childhood is growing rapidly with
technological enhancement, but without the academic research to determine its …
technological enhancement, but without the academic research to determine its …
Digital game-based technology for English language learning in preschools and primary schools: A systematic analysis
CA Ongoro, YY Fanjiang - IEEE Transactions on Learning …, 2023 - ieeexplore.ieee.org
This article aims to provide a systematic review of existing research on the use of digital
game-based learning (DGBL) technology for foreign language (English) in preschool and …
game-based learning (DGBL) technology for foreign language (English) in preschool and …