Adaptive gamification in E‐learning: A literature review and future challenges
The trend of gamification in online education has grown as technological advancements
allow for more digitized learning environments to create interactive and engaging learning …
allow for more digitized learning environments to create interactive and engaging learning …
Web-based serious games and accessibility: a systematic literature review
Nowadays, serious games, called training or learning games, have been incorporated into
teaching and learning processes. Due to the increase of their use, the need to guarantee …
teaching and learning processes. Due to the increase of their use, the need to guarantee …
Education exchange storage protocol: Transformation into decentralized learning platform
The current micro-teaching process is readily online, and it is functional anywhere and
anytime ubiquitously. All or most teaching and learning activities are accessible in …
anytime ubiquitously. All or most teaching and learning activities are accessible in …
Combined method for evaluating accessibility in serious games
Nowadays, one of the learning resources in the educational area are serious games, also
called training games; they are games designed with a different purpose than fun, whose …
called training games; they are games designed with a different purpose than fun, whose …
Examining students' behavior in a digital simulation game for nurse training
D Novoseltseva, CP Lelardeux… - International …, 2022 - journal.seriousgamessociety.org
Digital educational games have evolved in recent years due to the need to support
education and training focused on non-technical skills. Data gathered through interaction …
education and training focused on non-technical skills. Data gathered through interaction …
Accessibility of games and game-based applications: A systematic literature review and map** of future directions
L Hassan - new media & society, 2024 - journals.sagepub.com
Digital game technologies, that is, games and emerging game-based applications, are
pervasively spread in society as a means of entertainment, education and exercise, amongst …
pervasively spread in society as a means of entertainment, education and exercise, amongst …
[HTML][HTML] A brief gamified immersive intervention to improve 11–14-year-olds' cycling-related looking behaviour and situation awareness: A school-based pilot study
Despite the health benefits of active travel, very few people in the UK choose to cycle short
journeys; a frequently cited barrier is personal safety concerns. Recent research using …
journeys; a frequently cited barrier is personal safety concerns. Recent research using …
Exploring global trade show website content accessibility and policies worldwide for social inclusion of persons with disabilities
This study investigates web-accessibility problems of global trade show websites based on
WCAG 2.0 (Study 1), and the quantitative results are compared with the qualitative …
WCAG 2.0 (Study 1), and the quantitative results are compared with the qualitative …
Serious Games Accessibility Design Model for Low‐Vision Children
The evolution in information technology has brought worldwide access to information.
Information technology has become an approach for effective learning in the education …
Information technology has become an approach for effective learning in the education …
Who Wins? A Comparison of Accessibility Simulation Games vs. Classroom Modules
There is a great need to train future software developers in accessibility, and disability
simulations can be a powerful way to engage students. In this work, we evaluate the effects …
simulations can be a powerful way to engage students. In this work, we evaluate the effects …