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Kinect in Education: A Proposal for Children with Autism
5 references·2 citing·29 second hop
Kinect in Education: A Proposal for Children with Autism (2014)Kinect in Education: A Proposal for Child…Game-Based Learning in Universities and Lifelong Learning: "UniGame: Social Skills and Knowledge Training" Game Concept (2020)Game-Based Learning in Univer…Game-Based Learning (2013)Game-Based LearningMotivation and computer game based learning (2007)Motivation and computer game …Flow: the psychology of optimal experience (1990)Flow: the psychology of optim…Models of teaching (1980)Models of teachingVideo game accessibility in the top-level genres (2024)Video game accessibility in t…Enhancing metacognitive awareness of undergraduates through using an e-educational video environment (2019)Enhancing metacognitive aware…Thought and language (1962)Mind in Society: The Development of Higher Psychological Processes (1978)LEARNING THROUGH PLAYING FOR OR AGAINST EACH OTHER? PROMOTING COLLABORATIVE LEARNING IN DIGITAL GAME BASED LEARNING (2012)Serious Games in Manufacturing Education: Evaluation of Learners’ Engagement (2012)Understanding technology acceptance features in learning through a serious game (2018)Digital Game-Based Learning (2020)Seriously considering play: Designing interactive learning environments based on the blending of microworlds, simulations, and games (1996)A Theory of Fun for Game Design (2004)Perceptions of the Value of Digital Mini-Games: Implications for Middle School Classrooms. (2010)A comparative study on gamification of the flipped classroom in engineering education to enhance the effects of learning (2018)Effects of digital game-based learning on students’ digital etiquette literacy, learning motivations, and engagement (2023)Diagnostic and Statistical Manual of Mental Disorders. (2000)Diagnostic and Statistical Manual of Mental Disorders (2008)Diagnostic and Statistical Manual of Mental Disorders (2013)The effect of a persuasive social impact game on affective learning and attitude (2014)Are Serious Games a Good Strategy for Pharmacy Education? (2015)Serious games on environmental management (2016)How to Design and Evaluate Research in Education (1990)Research Design: Qualitative, Quantitative, and Mixed Methods Approaches (1994)E-book of metacognitive learning strategies: design and implementation to activate student’s self-regulation (2021)What video games have to teach us about learning and literacy (2003)Game accessibility: a survey (2010)Video Game Use in Boys With Autism Spectrum Disorder, ADHD, or Typical Development (2013)Four Ages of Professionalism and Professional Learning (2000)Teachers’ perceptions of professional identity: an exploratory study from a personal knowledge perspective (2000)Cooperative learning methods: A meta-analysis. (2012)Subjective well-being: Three decades of progress. (1999)The role of positive emotions in positive psychology: The broaden-and-build theory of positive emotions. (2001)The benefits of being present: Mindfulness and its role in psychological well-being. (2003)
this work references cited by second hop

References

  • 1990Flow: the psychology of optimal experience12,637 cited
  • 1980Models of teaching1,245 cited
  • 2013Game-Based Learning271 cited
  • 2020Game-Based Learning in Universities and Lifelong Learning: "UniGame: Social Skills and Knowledge Training" Game Concept99 cited
  • 2007Motivation and computer game based learning96 cited

Cited by

  • 2019Enhancing metacognitive awareness of undergraduates through using an e-educational video environment57 cited
  • 2024Video game accessibility in the top-level genres1 cited

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