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Developing inclusive e-learning and e-entertainment to effectively accommodate learning difficulties
8 references·0 citing·34 second hop
Developing inclusive e-learning and e-entertainment to effectively accommodate learning difficulties (2006)Developing inclusive e-learning and e-ent…Digital Game-Based Learning (2019)Digital Game-Based LearningDeveloping inclusive e-learning systems (2006)Developing inclusive e-learni…Motivation-driven educational game design (2005)Motivation-driven educational…Child's play: computer games, theories of play and children's development (2003)Child's play: computer games,…Bridging the educational divide (2003)Bridging the educational divi…Toward an Information Society for All: An International Research and Development Agenda (1998)Toward an Information Society…Toward an Information Society for All: An International R&D Agenda (1998)Toward an Information Society…Assistive Technology For Postsecondary Students With Learning Disabilities (1996)Assistive Technology For Post…The Principles of Psychology (1891)Mind, Self, and Society (2015)Childhood and Society (2026)Context and consciousness: activity theory and human-computer interaction (1996)White Paper: promoting Design for All and e-Accessibility in Europe (2006)An examination of the Internet’s development as a disabling environment in the context of the social model of disability and anti-discrimination legislation in the UK and USA (2011)The nature of accessibility studies (2018)College and the Learning Disabled Student (1988)College Freshmen with Disabilities. A Statistical Profile. (1992)Chronicle of Higher Education (1996)Using Assistive Technology Adaptations to Include Students with Learning Disabilities in Cooperative Learning Activities (1998)The Nature and Effectiveness of Learning Disability Services for College Students (2002)Word Processing as an Assistive Technology Tool for Enhancing Academic Outcomes of Students with Writing Disabilities in the General Classroom (2004)Statistisches Jahrbuch Für die Bundesrepublik Deutschland 1952 (1953)The Reflective turn : case studies in and on educational practice (1991)Universal usability (2000)Designing a Learning Program to Link Old and Disabled People to Computers (2007)Plans and Situated Actions: The Problem of Human-Machine Communication (1990)`Connecting' to the information society: a European perspective (1999)Universal accessibility in HCI: Process-oriented design guidelines and tool requirements (1999)Educational game design for online education (2008)A concept map-embedded educational computer game for improving students' learning performance in natural science courses (2013)Digital game-based learning: Impact of instructions and feedback on motivation and learning effectiveness (2013)Digital Game-Based Learning (2020)Beyond boredom and anxiety (1975)Mind in Society: The Development of Higher Psychological Processes (1978)The "What" and "Why" of Goal Pursuits: Human Needs and the Self-Determination of Behavior (2000)A MUVE Towards PBL Writing (2008)Assessing the educational values of digital games (2009)Serious Gaming for Behaviour Change: A Systematic Review (2022)User Interfaces for All (2000)Online Games for 21st Century Skills (2007)Digital Accessibility in Intelligent Environments (2022)Digital accessibility tools and training and the DA4You course: views and experiences of users with disabilities (2024)
this work references cited by second hop

References

  • 2019Digital Game-Based Learning656 cited
  • 2005Motivation-driven educational game design204 cited
  • 1998Toward an Information Society for All: An International Research and Development Agenda101 cited
  • 1998Toward an Information Society for All: An International R&D Agenda87 cited
  • 2003Child's play: computer games, theories of play and children's development73 cited
  • 1996Assistive Technology For Postsecondary Students With Learning Disabilities71 cited
  • 2006Developing inclusive e-learning systems21 cited
  • 2003Bridging the educational divide12 cited

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