Authenticity in Virtual Reality for assessment and intervention in autism: A conceptual review
S Parsons - Educational Research Review, 2016 - Elsevier
Virtual Reality (VR) technologies have shown potential for learning and assessment for
children, adolescents, and adults with autism. Much of the research in this area has taken a …
children, adolescents, and adults with autism. Much of the research in this area has taken a …
[BOOK][B] Studying gamification: The effect of rewards and incentives on motivation
Gamification is the use of game design elements in non-game contexts to encourage a
desired type of behavior. In recent years gamification systems have been applied in …
desired type of behavior. In recent years gamification systems have been applied in …
Assessing algorithmic thinking skills in relation to age in early childhood STEM education
In the modern digital era, intensive efforts are made to inject computational thinking (CT)
across science, technology, engineering, and mathematics (STEM) fields, aiming at …
across science, technology, engineering, and mathematics (STEM) fields, aiming at …
[HTML][HTML] Window Expeditions: A playful approach to crowdsourcing natural language descriptions of everyday lived landscapes
Measuring what citizens perceive and value about landscapes is important for landscape
monitoring. Capturing temporal, spatial and cultural variation requires collection of data at …
monitoring. Capturing temporal, spatial and cultural variation requires collection of data at …
Why we can't stop: The impact of rewarding elements in videogames on adolescents' problematic gaming behavior
This study explored the association between rewarding elements in videogames and
adolescents' problematic gaming behavior, evaluating the extent to which individual …
adolescents' problematic gaming behavior, evaluating the extent to which individual …
Reflections on the role of the 'users': challenges in a multi-disciplinary context of learner-centred design for children on the autism spectrum
Technology design in the field of human–computer interaction has developed a continuum
of participatory research methods, closely mirroring methodological approaches and …
of participatory research methods, closely mirroring methodological approaches and …
Effectiveness of game-based self-management interventions for individuals with diabetes: a systematic review and meta-analysis of randomized controlled trials
Objective: Self-management is essential for individuals with diabetes. However, traditional
self-management interventions may be hard to follow for other patients. Although games can …
self-management interventions may be hard to follow for other patients. Although games can …
[PDF][PDF] Game advertising: a conceptual framework and exploration of advertising prevalence.
MW Smith, W Sun, J Sutherland, B Mackie - Comput. Games J., 2014 - academia.edu
Although academic business-based research into the area of Video and Computer Games
(games) has increased in recent years, it will be shown that these have had a propensity to …
(games) has increased in recent years, it will be shown that these have had a propensity to …
What Technology for Autism Needs to be Invented? Idea Generation from the Autism Community via the ASCmeIT App
In autism and technology research, technologies are often developed by researchers
targeting specific social and communication difficulties experienced by individuals with …
targeting specific social and communication difficulties experienced by individuals with …
Evaluating the Potential of Immersive Virtual Reality-Based Serious Games Interventions for Autism: A Pocket Guide Evaluation Framework
To date, the primary challenge in the field of information and communication technologies-
mediated rehabilitative interventions for autism is the lack of evidence regarding efficacy and …
mediated rehabilitative interventions for autism is the lack of evidence regarding efficacy and …