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Nerea López-Bouzas; M. Esther del Moral-Pérez – Review Journal of Autism and Developmental Disorders, 2025
The aim of this study is to review the available research (N = 70) derived from the use of Gamified Environments and Serious Games with people with Autistic Spectrum Disorder (ASD), identifying: authorship, nationality, publication period, topic, and design of the investigation. After that, the advantages and limitations observed are identified.…
Descriptors: Gamification, Educational Games, Autism Spectrum Disorders, Interpersonal Competence
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Yi Xue – Education and Information Technologies, 2025
The widespread diffusion of portable tablets and 5G technology heralded a new era of mobile-assisted language learning. Educators and practitioners have shown keen interest in introducing spherical video virtual reality to facilitate pedagogical practices. Although a substantial number of empirical studies have been carried out to observe the…
Descriptors: Computer Simulation, Video Technology, Technological Advancement, Technology Uses in Education
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Zhang, Feiran; Markopoulos, Panos; Bekker, Tilde – Journal of Science Education and Technology, 2020
Design-based learning (DBL) is gaining increasing acceptance as a motivating and practical approach that can be used to prepare young people for the challenges of the twenty-first century. Emotions are known to influence a student's academic performance in traditional learning, which raises the question as to what role emotions can play in DBL.…
Descriptors: Design, Problem Based Learning, Psychological Patterns, Children