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Towards the improvement of the cognitive, motoric and academic skills of students with special educational needs using Kinect learning games
9 references·6 citing·46 second hop
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this work references cited by second hop

References

  • 1927Being and Time12,200 cited
  • 2002Assessment and Development of Executive Function (EF) During Childhood2,218 cited
  • 2008CHC theory and the human cognitive abilities project: Standing on the shoulders of the giants of psychometric intelligence research1,354 cited
  • 2013Origin of Intelligence in the Child748 cited
  • 2000Essentials of Cross-Battery Assessment518 cited
  • 2002Profiles of Everyday Executive Function in Acquired and Developmental Disorders498 cited
  • 2001The development of visuo-spatial working memory214 cited
  • 2002The Teacher's Sourcebook for Cooperative Learning: Practical Techniques, Basic Principles, and Frequently Asked Questions123 cited
  • 2007The specters of bodies and affects in the classroom: a rhizo‐ethological approach68 cited

Cited by

  • 2022Effects of Game-Based Learning on Students’ Achievement in Science: A Meta-Analysis96 cited
  • 2018Moving Bodies to Moving Minds: A Study of the Use of Motion-Based Games in Special Education75 cited
  • 2021Effects of a virtual reality training program on visual attention and motor performance in children with reading learning disability67 cited
  • 2022Learning analytics for enhancing the usability of serious games in formal education: A systematic literature review and research agenda47 cited
  • 2018An adaptive framework for the creation of exergames for intangible cultural heritage (ICH) education

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45 cited
  • 2019A Comparative Study of the Effectiveness of Cognitive Rehabilitation Intervention with Aerobic Exercises on the Cognition of Slow Learner Children1 cited