Publication Date
| In 2026 | 0 |
| Since 2025 | 0 |
| Since 2022 (last 5 years) | 0 |
| Since 2017 (last 10 years) | 1 |
| Since 2007 (last 20 years) | 1 |
Descriptor
| Accessibility (for Disabled) | 1 |
| Auditory Stimuli | 1 |
| Blindness | 1 |
| College Students | 1 |
| Color | 1 |
| Computer Games | 1 |
| Educational Games | 1 |
| Foreign Countries | 1 |
| Handheld Devices | 1 |
| Inclusion | 1 |
| Postsecondary Education | 1 |
| More ▼ | |
Source
| Educational Technology &… | 1 |
Author
| Beder, Delano M. | 1 |
| Bordini, Rogério A. | 1 |
| Fontoura Junior, Paulo H. F. | 1 |
| Otsuka, Joice L. | 1 |
| Valério Neto, Luiz | 1 |
Publication Type
| Journal Articles | 1 |
| Reports - Descriptive | 1 |
Education Level
| Higher Education | 1 |
| Postsecondary Education | 1 |
| Secondary Education | 1 |
Audience
Location
| Brazil | 1 |
Laws, Policies, & Programs
Assessments and Surveys
What Works Clearinghouse Rating
Valério Neto, Luiz; Fontoura Junior, Paulo H. F.; Bordini, Rogério A.; Otsuka, Joice L.; Beder, Delano M. – Educational Technology & Society, 2019
In the last decade many studies have stated that learning based on digital games emerges as an effective way to combine teaching and learning processes with the attractiveness of digital technologies, because they are dynamic and playful. However, the vast majority of these digital resources -- such as educational games -- are still essentially…
Descriptors: Educational Games, Visual Impairments, Inclusion, Computer Games

Peer reviewed
Direct link
