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 …

[BOOK][B] Studying gamification: The effect of rewards and incentives on motivation

G Richter, DR Raban, S Rafaeli - 2015 - Springer
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 …

Assessing algorithmic thinking skills in relation to age in early childhood STEM education

K Kanaki, M Kalogiannakis - Education Sciences, 2022 - mdpi.com
In the modern digital era, intensive efforts are made to inject computational thinking (CT)
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

MF Baer, RS Purves - Applied Geography, 2022 - Elsevier
Measuring what citizens perceive and value about landscapes is important for landscape
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

D Pirrone, RJJM van den Eijnden, M Peeters - Media Psychology, 2024 - Taylor & Francis
This study explored the association between rewarding elements in videogames and
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

S Parsons, S Cobb - International Journal of Research & Method in …, 2014 - Taylor & Francis
Technology design in the field of human–computer interaction has developed a continuum
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

CWC Shiau, SM Lim, LJ Cheng, Y Lau - Games for Health Journal, 2021 - liebertpub.com
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 …

[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 …

What Technology for Autism Needs to be Invented? Idea Generation from the Autism Community via the ASCmeIT App

S Parsons, N Yuill, J Good, M Brosnan, L Austin… - … Hel** People with …, 2016 - Springer
In autism and technology research, technologies are often developed by researchers
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

S Peretti, MC Pino, F Caruso, T Di Mascio - Education Sciences, 2024 - mdpi.com
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 …