Exploring the use of a gamification platform to support students with dyslexia

Author:

Gooch Daniel,Vasalou Asimina,Benton Laura

Publisher

IEEE

Cited by 11 articles. 订阅此论文施引文献 订阅此论文施引文献,注册后可以免费订阅5篇论文的施引文献,订阅后可以查看论文全部施引文献

1. Cultivating and Nurturing an Empathy-Ready Mindset Through Value-Based Innovation;Cases on Responsive and Responsible Learning in Higher Education;2023-02-24

2. A Convolutional Recurrent Neural Network-Based Model For Handwritten Text Recognition To Predict Dysgraphia;2023 International Conference on Intelligent Systems for Communication, IoT and Security (ICISCoIS);2023-02-09

3. Game-Based Learning for Learners With Disabilities—What Is Next? A Systematic Literature Review From the Activity Theory Perspective;Frontiers in Psychology;2022-02-08

4. Edufarmy: A Multisensory Educational Software System that Improves the Learning of Children with Dyslexia Using the Orton-Gillingham Approach;Innovation and Research - A Driving Force for Socio-Econo-Technological Development;2022

5. Gamification Design Principles and Mechanics to Improve Retention;Handbook of Research on Acquiring 21st Century Literacy Skills Through Game-Based Learning;2022

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