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Children with dyslexia and attention deficit disorders often have problems in short term memory, yet can benefit from learning strategies for remembering. In this paper, we describe the design of a multimedia educational game called Memory Challenge to help children with Specific Learning Difficulties (SpLDs) learn strategies for memory and to develop their cognitive skills. We focus in our approach...
In this paper, we report on a mobile learning game, Statecraft X, designed and developed to enact a program for citizenship education undertaken by 15-year-old students. The game is played on Apple iPhones. Located in the Social Studies curriculum, the game represents one component of a broader learning environment that includes in-class dialogic activity to facilitate student sense making and identity...
Researchers has pointed out that educational game frameworks are still required more investigations to facilitate the harmony of game and learning, as well as its practical use in educational settings. In this paper, we propose a quest-driven learning model (1) to address the design issue how to blend learning tasks with game quests. (2) to explore its educational benefits on students' goal setting...
Despite wide literature on ICT in education, inclusion and development, most empirical interventions focus on the technology as a starting point of their interventions, e.g. individuals must learn to use the computer. Only later they localize the digital tool and reflect upon how this technology can be useful for the individuals in their own environment. Instead, our approach focuses first on understanding...
While some educators have adopted commercial off-the-shelf games for use in the classroom, such games may not always meet the individual requirements of lecturers whose courses are tied to specific learning outcomes. An alternative is to capitalise on in-house expertise in higher education and create serious games through cross-disciplinary team projects. This paper outlines such a project within...
The general context of the work presented in this paper is assistive robotics with our long-term aim to support children with autism. This paper is part of the Aurora project that studies ways in which robotic systems can encourage basic communication and social interaction skills in children with autism. This paper investigates how a small minimally expressive humanoid robot KASPAR can assume the...
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