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Touching Base on Children's Interactions with Tablet Games
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Touching Base on Children's Interactions with Tablet Games (2017)Touching Base on Children's Interactions …Analyzing user-generated youtube videos to understand touchscreen use by people with motor impairments (2013)Analyzing user-generated yout…Inaccessible through oversight: the need for inclusive game design (2012)Inaccessible through oversigh…Preschool children’s learning with technology at home (2011)Preschool children’s learning…Digital Games for Young Children Ages Three to Six: From Research to Design (2009)Digital Games for Young Child…Digital beginnings: Young children's use of popular culture, media and new technologies (2005)Digital beginnings: Young chi…Developmentally appropriate practice in early childhood programs (1997)Self-Efficacy: The Exercise of Control (1999)Children, Adolescents, and Television (2001)iPads, digital play and pre-schoolers (2011)Relationship Between Screen Time and Chinese Children’s Cognitive and Social Development (2020)Teaching mathematics with mobile devices and the Realistic Mathematical Education (RME) approach in kindergarten (2021)Family Connections: An Introduction to Family Studies (1996)Generation M2 : Media in the Lives of 8- to 18-year-olds (2010)Generation M2: Media in the Lives of 8- to 18-Year-Olds (2010)Seven Myths About Young Children and Technology (2012)Children under five and digital technologies: implications for early years pedagogy (2014)Bronfenbrenner’s Bioecological Theory Revision: Moving Culture From the Macro Into the Micro (2017)YouTube as a Source of Information on Immunization: A Content Analysis (2007)Freedom to roam (2009)Accessibility in context (2014)"Siri, is this you?" (2015)Getting Smartphones to Talkback (2015)Investigating the Roles of Knowledge and Cognitive Abilities in Older Adult Information Seeking on the Web (2008)Including accessibility within and beyond undergraduate computing courses (2009)Game accessibility: a survey (2010)Eighteen Months of Meeple Like Us: An Exploration into the State of Board Game Accessibility (2018)Meeple Centred Design: A Heuristic Toolkit for Evaluating the Accessibility of Tabletop Games (2018)Who Gets to Play? Disability, Open Literacy, Gaming (2019)The Logic of Practice (1990)Qualitative Data Analysis: An Expanded Sourcebook (1994)LITERACY IN THE NEW MEDIA AGE (2003)Reviewing Approaches and Perspectives on “Digital Literacy” (2009)How and Why Parents Guide the Media Use of Young Children (2015)Young children’s initiation into family literacy practices in the digital age (2015)
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References

  • 2011Preschool children’s learning with technology at home280 cited
  • 2005Digital beginnings: Young children's use of popular culture, media and new technologies222 cited
  • 2013Analyzing user-generated youtube videos to understand touchscreen use by people with motor impairments201 cited
  • 2009Digital Games for Young Children Ages Three to Six: From Research to Design173 cited
  • 2012Inaccessible through oversight: the need for inclusive game design40 cited

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