Adaptive gamification in E‐learning: A literature review and future challenges

S Bennani, A Maalel… - Computer Applications in …, 2022 - Wiley Online Library
The trend of gamification in online education has grown as technological advancements
allow for more digitized learning environments to create interactive and engaging learning …

Web-based serious games and accessibility: a systematic literature review

L Salvador-Ullauri, P Acosta-Vargas, S Luján-Mora - Applied Sciences, 2020 - mdpi.com
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 …

Education exchange storage protocol: Transformation into decentralized learning platform

U Rahardja, MA Ngadi, R Budiarto, Q Aini… - Frontiers in …, 2021 - frontiersin.org
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 …

Combined method for evaluating accessibility in serious games

L Salvador-Ullauri, P Acosta-Vargas, M Gonzalez… - Applied Sciences, 2020 - mdpi.com
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 …

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 …

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 …

[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

DT Bishop, D Daylamani-Zad, TS Dkaidek… - … research part F: traffic …, 2023 - Elsevier
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 …

Exploring global trade show website content accessibility and policies worldwide for social inclusion of persons with disabilities

S Jung, K Park, YJ Lee - Journal of Travel & Tourism Marketing, 2024 - Taylor & Francis
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 …

Serious Games Accessibility Design Model for Low‐Vision Children

NI Othman, H Mohamed… - Advances in Human …, 2023 - Wiley Online Library
The evolution in information technology has brought worldwide access to information.
Information technology has become an approach for effective learning in the education …

Who Wins? A Comparison of Accessibility Simulation Games vs. Classroom Modules

D Kletenik, RF Adler - Proceedings of the 54th ACM Technical …, 2023 - dl.acm.org
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 …