Effectiveness of gamification and game-based learning in Spanish adolescents with dyslexia: A longitudinal quasi-experimental research

Author:

Rodríguez-Ferrer José M.,Manzano-León Ana,Aguilar-Parra José Manuel,Cangas Adolfo

Funder

Government of Andalusia

Publisher

Elsevier BV

Subject

Clinical Psychology,Developmental and Educational Psychology

Reference65 articles.

1. Effect of a hybrid teaching games for understanding/sport education unit on elementary students’ self-determined motivation in physical education;Arias;European Physical Education Review,2021

2. Does gamification improve student learning outcomes? Evidence from a meta-analysis and synthesis of qualitative data in educational contexts.;Bai;Educational Research Review,2020

3. Estrategia didáctica de gamificación para fortalecer el proceso de enseñanza-aprendizaje en estudiantes con dislexia.;Bailón Pilozo;Polo del Conocimiento,2022

4. Motivation, students’ needs and learning outcomes: A hybrid game-based app for enhanced language learning;Berns;SpringerPlus,2016

5. Mobile game-based learning to enhance the reading performance of dyslexic children;Bigueras;International Journal of Advanced Trends in Computer Science and Engineering,2020

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