Using Gamification to Motivate Students with Dyslexia
Author:
Affiliation:
1. The Open University & Institute of Education, Milton Keynes, United Kingdom
2. Institute of Education, London, United Kingdom
3. Concordia University, Montréal, Canada
Funder
European Commission
Publisher
ACM
Link
https://dl.acm.org/doi/pdf/10.1145/2858036.2858231
Reference47 articles.
1. Improving participation and learning with gamification
2. Diversity for design
3. Usage of a mobile social learning platform with virtual badges in a primary school
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