Publication Date
| In 2026 | 0 |
| Since 2025 | 2 |
| Since 2022 (last 5 years) | 2 |
| Since 2017 (last 10 years) | 3 |
| Since 2007 (last 20 years) | 3 |
Descriptor
Author
| Bioglio, Livio | 1 |
| Capecchi, Sara | 1 |
| Efthymios Goumas | 1 |
| Engin Karadag | 1 |
| Igor Vaslav Vitale | 1 |
| Irfan Simsek | 1 |
| Jingyi Wang | 1 |
| Katerina Karkali | 1 |
| Lidia Esther Godoy Bellas | 1 |
| Marta Kubiak | 1 |
| Murat Aydogmus | 1 |
| More ▼ | |
Publication Type
| Journal Articles | 3 |
| Reports - Research | 2 |
| Information Analyses | 1 |
| Tests/Questionnaires | 1 |
Education Level
| Elementary Secondary Education | 1 |
Audience
Laws, Policies, & Programs
Assessments and Surveys
What Works Clearinghouse Rating
Wangqian Fu; Tao Tao; Jingyi Wang; Zhiwei Peng; Yan Wang – Journal of Special Education Technology, 2025
Virtual reality (VR) technology provides innovative intervention means for children with autism spectrum disorder (ASD) due to its advantages of realism, flexibility, and controllability, bringing new possibilities. The application of VR technology for intervention in children with ASD has been widely explored. A total of 39 studies reviewed…
Descriptors: Computer Simulation, Technology Uses in Education, Students with Disabilities, Autism Spectrum Disorders
Engin Karadag; Murat Aydogmus; Irfan Simsek; S. Koza Ciftci; Katerina Karkali; Efthymios Goumas; Igor Vaslav Vitale; Marta Kubiak; Lidia Esther Godoy Bellas – Education and Information Technologies, 2025
Virtual reality (VR) has emerged as a promising tool for enhancing motor skill training in children with special educational needs (SEN). This qualitative case study explored the perspectives and experiences of experts regarding the integration of VR technology into motor skill training for children with SEN. This study investigated VR's perceived…
Descriptors: Computer Simulation, Computer Uses in Education, Motor Development, Psychomotor Skills
Bioglio, Livio; Capecchi, Sara; Peiretti, Federico; Sayed, Dennis; Torasso, Antonella; Pensa, Ruggero G. – IEEE Transactions on Learning Technologies, 2019
In this paper, we address the problem of enhancing young people's awareness of the mechanisms involving privacy in online social networks by presenting an innovative approach based on gamification. In particular, we propose a web application that allows kids and teenagers to experience the typical dynamics of information spread through a realistic…
Descriptors: Privacy, Social Media, Children, Adolescents

Peer reviewed
Direct link
