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2021 Index IEEE Revista Iberoamericana de Tecnologias del Aprendizaje Vol. 16

2021 IEEE Revista Iberoamericana de Tecnologias del Aprendizaje  
The primary entry includes the coauthors' names, the title of the paper or other item, and its location, specified by the publication abbreviation, year, month, and inclusive pagination.  ...  Departments and other items may also be covered if they have been judged to have archival value. The Author Index contains the primary entry for each item, listed under the first author's name.  ...  ., IEEE-RITA Aug. 2021 258-266 User-Centered Virtual Reality Environments to Support the Educational Needs of Children With ADHD in the COVID-19 Pandemic.  ... 
doi:10.1109/rita.2022.3145925 fatcat:6hot7nlkxzcbxmunmi4ajvfwgm

Research review on augmented reality as an educational resource for people with intellectual disabilities

Marcos Gómez-Puerta, Esther Chiner, Paola Melero-Pérez, Gonzalo Lorenzo Lledó
2019 International Journal of Developmental and Educational Psychology Revista INFAD de psicología  
The present study reviewed nine publications related to the application of augmented reality (AR)-based interventions to people with intellectual disabilities (ID).  ...  The lines of research developed focus on the areas of education, personal autonomy and health promotion.  ...  RESEARCH REVIEW ON AUGMENTED REALITY AS AN EDUCATIONAL RESOURCE FOR PEOPLE WITH INTELLECTUAL DISABILITIES RQ5: What was the reported effectiveness of AR?  ... 
doi:10.17060/ijodaep.2019.n1.v3.1523 fatcat:df24mcakdvhoha6clwmwaxi6gq

Augmented Reality and Gamification in Education: A Systematic Literature Review of Research, Applications, and Empirical Studies

Georgios Lampropoulos, Euclid Keramopoulos, Konstantinos Diamantaras, Georgios Evangelidis
2022 Applied Sciences  
Based on the results, using augmented reality and gamification in education can yield several benefits for students, assist educators, improve the educational process, and facilitate the transition toward  ...  This study scrutinizes the existing literature regarding the use of augmented reality and gamification in education to establish its theoretical basis.  ...  elements to facilitate and support the learning process of students with intellectual disabilities. [256] Taiwan To present the benefits of using content-aware augmented reality applications in educational  ... 
doi:10.3390/app12136809 fatcat:26u46h62rbcmfi6d2apzgereie

Impact of Assistive Technologies to Inclusive Education and Independent Life of Down Syndrome Persons: A Systematic Literature Review and Research Agenda

Venera Krasniqi, Katerina Zdravkova, Fisnik Dalipi
2022 Sustainability  
The results of examining the four research questions defined in the paper's background confirm that the synergy of emerging assistive technologies and inclusive education has the potential of becoming  ...  Since the beginning of the 21st century, the lifespan of people born with Down syndrome (DS) has increased.  ...  Implementation of inclusive education for children with intellectual and developmental disabilities in African countries: a scoping review [51] The aim of the paper is to review five academic databases  ... 
doi:10.3390/su14084630 fatcat:zphqcyq6hvc3jaqpwodyewp6ri

Augmented Reality in Educational Inclusion. A Systematic Review on the Last Decade

Jairo Quintero, Silvia Baldiris, Rainer Rubira, Jhoni Cerón, Gloria Velez
2019 Frontiers in Psychology  
The use of Augmented Reality (AR) to achieve educational inclusion has been not deeply explored.  ...  This systematic review describes the current state of using AR as an educational technology that takes into consideration the needs of all students including those with a disability.  ...  "AR gamification" (4%) which proposes to help the learning process of children with intellectual disability in general and "FlarManager" (2%), an AR framework for Flash, used for the development of applications  ... 
doi:10.3389/fpsyg.2019.01835 pmid:31456716 pmcid:PMC6700208 fatcat:yhgwcggacbdqllifnreycj46ra

Waking Up in the Morning (WUIM): A Smart Learning Environment for Students with Learning Difficulties

Polyxeni Kaimara, Ioannis Deliyannis, Andreas Oikonomou, Emmanuel Fokides
2021 Technologies  
WUIM is a transmedia program for training independent living skills aimed primarily at children with learning disabilities, which emerged from the composition of pedagogical theories, traditional educational  ...  The innovative concept of transmedia learning is an eclectic pedagogical approach, which in addition to learning principles, blends all available media so far.  ...  of augmented and virtual reality.  ... 
doi:10.3390/technologies9030050 fatcat:fbhu2zdqhndzhmezhvijqxxbxm

Technological Evolvement in AAC Modalities to Foster Communications of Verbally Challenged ASD Children: A Systematic Review

Walia Farzana, Farhana Sarker, Tom Chau, Khondaker A. Mamun
2021 IEEE Access  
ACKNOWLEDGMENT We are very grateful to the ICT Division, Ministry of Posts, Telecommunications and Information Technology, Peoples Republic of Bangladesh, for the innovation fund and continuing support  ...  in the research and development of this initiative.  ...  Likewise, "Autistic Innovative Assistant (AIA)" [61] is an android application devoted to Arabic children with autism.  ... 
doi:10.1109/access.2021.3055195 fatcat:cdu4ocnmyfbe5nsgn5k3shq43q

Game-Based Learning for Learners With Disabilities—What Is Next? A Systematic Literature Review From the Activity Theory Perspective

Ahmed Tlili, Mouna Denden, Anqi Duan, Natalia Padilla-Zea, Ronghuai Huang, Tianyue Sun, Daniel Burgos
2022 Frontiers in Psychology  
The study concluded that both general and domain-specific guidelines should be created for each disability category proposed in this review to assist practitioners who wish to use game-based learning with  ...  The design, implementation, and outcome of game-based learning for learners with disabilities have not been sufficiently examined systematically.  ...  —Using augmented reality and alternate reality games in the context of universal design for learning. Educ.  ... 
doi:10.3389/fpsyg.2021.814691 pmid:35211058 pmcid:PMC8861503 fatcat:a26qtefqsza2bhuicoku5sgdda

The Potential of AR Solutions for Behavioral Learning: A Scoping Review

Crispino Tosto, Farzin Matin, Luciano Seta, Giuseppe Chiazzese, Antonella Chifari, Marco Arrigo, Davide Taibi, Mariella Farella, Eleni Mangina
2022 Computers  
The state of the art of AR solutions designed for interventions in behavioral teaching and learning is presented, with an emphasis on educational and clinical settings.  ...  In recent years, educational researchers and practitioners have become increasingly interested in new technologies for teaching and learning, including augmented reality (AR).  ...  Data Availability Statement: Data has been presented in the main text. Conflicts of Interest: The author declares no conflict of interest.  ... 
doi:10.3390/computers11060087 fatcat:g5nuz6gvcvcklnaoyaf36dnhoa

Faster pedagogical framework for steam education based on educational robotics

Robertas Damaševičius, Rytis Maskeliūnas, Tomas Blažauskas
2018 International Journal of Engineering & Technology  
We describe the practical use of the framework in a university course, with specific examples of student projects. Finally, we discuss the educational implications of the framework and beyond.  ...  Robot-aided learning can used as a tool of creativity in AHSS (Arts, Humanities and Social Sciences) classes thus attracting the attention of learners to cross-disciplinary subjects with elements of STEM  ...  Acknowledgement The authors acknowledge the support of Research Cluster Fund of Faculty of Informatics, Kaunas University of Technology.  ... 
doi:10.14419/ijet.v7i2.28.12897 fatcat:uuiemlbsazgdpbbqg7dosbgyvi

Gamification Reloaded

Athanasios Mazarakis
2021 I-COM: A Journal of Interactive and Cooperative Media  
As a fundamental concept in HCI, gamification has connections with various fields involving mixed reality, health care, or education.  ...  Four general topics, four in-depth topics, and seven emerging fields of application for gamification are depicted and enriched with the current state of research to support interested academic scholars  ...  Colpani and Homem propose a framework including AR and gamification to assist learning for individuals with intellectual disabilities, mainly children.  ... 
doi:10.1515/icom-2021-0025 fatcat:nmh5cbxdnvf7jmsuo5gp4lqsem

The Impact of Technology on People with Autism Spectrum Disorder: A Systematic Literature Review

Katherine Valencia, Cristian Rusu, Daniela Quiñones, Erick Jamet
2019 Sensors  
The use of technological advancements such as virtual agents, artificial intelligence, virtual reality, and augmented reality undoubtedly provides a comfortable environment that promotes constant learning  ...  In this paper, we present a systematic literature review on the state of the research on the use of technology to teach people with ASD.  ...  Hulusic and Pistoljevic [41] presented the initial development process of the LeFCA framework, which was used to teach children with ASD basic skills and concepts.  ... 
doi:10.3390/s19204485 pmid:31623200 pmcid:PMC6832622 fatcat:mt3fornep5es5br3e2raviqeam

Part 1: Special Thematic Sessions

2019 Technology and Disability  
people with other sensory disabilities).  ...  the possibility of ASD people of walking together with the communicative and educational tools to deal with problematic behaviors; the second concerns the design and development of a digital tool, i.e  ...  Background: Augmented Reality (AR) has become an important technology to support learning processes.  ... 
doi:10.3233/tad-190004 fatcat:hfrwmlupvvc4hhs5eor7qnyd4i

E-Tools for Personalizing Learning During the Pandemic: Case Study of an Innovative Solution for Remote Teaching

Loredana Adriana Patrascoiu, Ruxandra Folostina, Dan Patzelt, Maria Paula Blaj, Bianca Poptean
2022 Frontiers in Psychology  
This e-learning tool includes an Editor, a browser-based software developed to allow the creation or adaptation of drawings into vector images; the QR code through which areas of educational and therapeutic  ...  Online education and therapy required rethinking the way we educate children with special needs and, implicitly, prepare them for life.  ...  ACKNOWLEDGMENTS We want to acknowledge the contributions of Orange Foundation Romania that aided the authors from the Urban Development Association to develop the platform.  ... 
doi:10.3389/fpsyg.2022.751316 pmid:35602680 pmcid:PMC9121995 fatcat:nvs57t5wfbgjfijgm772asqt3m

10 Play for children with disabilities: some reflections on the results on the users' needs and on the role of technologies [chapter]

Cecilia Sik-Lanyi, Veronika Szucs
2017 Users' Needs Report on Play for Children with Disabilities  
The main aim of this report was to investigate if children with disabilities have access to and participate in the broad range of play activities.  ...  From the results of the surveys, we can state that children with disabilities would like to play with other children, but they rather risk to be lonely; teachers are not competent enough to support and  ...  The Marble Math with marble mazes proposes math practice for fun, Dragon Box Element is an innovative geometry app that integrates learning with play.  ... 
doi:10.1515/9783110537482-011 fatcat:cv4fdvg2c5fzjdfxst6ecxvfqm
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