Engaging Students with Intellectual Disabilities through Games Based Learning and Related Technologies

Author:

Brown David,Standen Penny,Saridaki Maria,Shopland Nick,Roinioti Elina,Evett Lindsay,Grantham Simon,Smith Pauline

Publisher

Springer Berlin Heidelberg

Reference36 articles.

1. Admiraal, W., Akkerman, S., Huizenga, J., van Zeijts, H.: Location-based technology and game-based learning in secondary education: learning about medieval Amsterdam. In: de Souza e Silva, A., Utko, D.M. (eds.) Digital Cityscape: Merging Digital and Urban Playspaces, pp. 302–320. Peter Lang, New York (2009)

2. Amon, K., Campbell, A.: Biofeedback video games to teach ADHD children relaxation skills to help manage symptoms. Patoss Bulletin (2008)

3. Ardito, C., Sintoris, C., Raptis, D., Yiannoutsou, N., Avouris, N., Costabile, M.F.: Design Guidelines for Location-based Mobile Games for Learning. In: Proc. Int. Conf. on Social Applications for Lifelong Learning, Patras, Greece (2010)

4. Baker, R., D’Mello, S., Rodrigo, M., Graesser, A.: Better to be frustrated than bored: The incidence and persistence of affect during interactions with three different computer-based learning environments. International Journal of Human-Computer Studies 68(4), 223–241 (2010)

5. Brown, D.J., Shopland, N., Battersby, S.J., Lewis, J., Evett, L.: Can Serious Games Engage the Disengaged? In: European Conference on Games-Based Learning, University of Paisley, Scotland, pp. 35–46 (2007)

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