Developing inclusive e-learning and e-entertainment to effectively accommodate learning difficulties

Author:

Savidis Anthony,Grammenos Dimitris,Stephanidis Constantine

Publisher

Springer Science and Business Media LLC

Subject

Computer Networks and Communications,Human-Computer Interaction,Information Systems,Software

Reference16 articles.

1. Benedek, J., Miner, T.: Measuring desirability: new methods for evaluating desirability in a usability lab setting. In: Proceedings of Usability Professionals Association, Orlando, 8–12 July 2002

2. Day,S.L., Edwards, B.J.: Assistive technology for postsecondary students with learning disabilities. J. Learn. Disabil. 29(5), 486–492 (1996)

3. Denis, G., Jouvelot, P.: Motivation-driven educational game design: applying best practices to music education. In: ACM SIGCHI International Conference on Advances in Computer Entertainment (ACE 2005), Valencia, Spain, 15–17 June 2005

4. Digiplay Some key gaming facts. Retrieved September 14, 2004, from Digiplay Web Site: http://www.digiplay.org.uk/facts.php

5. Game Accessibility special interest group (GA-SIG). “Accessibility in games: motivations and approaches”, electronically available at: http://www.igda.org/accessibility/IGDA_Accessibility_WhitePaper.pdf (2004)

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