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In this introduction to the Special Issue on Technology we explore the continued evolution of technologies designed to help individuals with autism. Through review articles, empirical reports, and perspectives, we examine how far the field has come and how much further we still can go. Notably, even as we highlight the continuing need for larger empirical studies of autism-focused technology, we note...
Computing in schools has gained momentum in the last two years resulting in GCSEs in Computing and teachers looking to up skill from Digital Literacy (ICT). For many students the subject of computer science concerns software code but writing code can be challenging, due to specific requirements on syntax and spelling with new ways of thinking required. Not only do many undergraduate students lack...
Exergames can be used as a resource to support learning of movements, sports moves or simply as a tool to increase caloric expenditure. Its use is also related to alternative forms of entertainment and exercise. Within this perspective, this study aims to analyze the motivational level and willingness of children and adolescents from eight to fourteen years-old to practice physical activities with...
Secondary school students tend to learn more about the usage of computers than the technology behind. It is a challenging task to raise a basic understanding, motivation, and interest in computer science and IT. The project doIT tries to fulfill this task by presenting experimental games which abstract common computer principles. The goal should be that students are led from the conceptual experiment...
This paper identifies constraints that shape the use of learning technologies in the developing world. It provides examples of existing hardware and software teaching environments, including some that personalize teaching material based on inferences about students' knowledge, wearable learning materials that teach within more informal environments and systems that support student collaboration. The...
Serious games differ from commercial games with their focus on learning and training and their use of pedagogies. Serious games have several components that can help to make them successful - learning theories, high-quality gaming experiences, offering collaboration and competition as well as the opportunity for assessment. Team assessment has a potentially major role to play in serious games, allowing...
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