Published on in Vol 9, No 1 (2021): Jan-Mar

Preprints (earlier versions) of this paper are available at https://preprints.jmir.org/preprint/19765, first published .
The Development of an Escape Room–Based Serious Game to Trigger Social Interaction and Communication Between High-Functioning Children With Autism and Their Peers: Iterative Design Approach

The Development of an Escape Room–Based Serious Game to Trigger Social Interaction and Communication Between High-Functioning Children With Autism and Their Peers: Iterative Design Approach

The Development of an Escape Room–Based Serious Game to Trigger Social Interaction and Communication Between High-Functioning Children With Autism and Their Peers: Iterative Design Approach

Journals

  1. Trendowski T. Escape Rooms in Health Education. Journal of Physical Education, Recreation & Dance 2022;93(7):47 View
  2. Brunet M, Hagafors M, Heiden L, Tarrade L. Co-construction du terrain commun et transmission des savoirs en situation d’interaction : etude sur un corpus d’escape game anglais. SHS Web of Conferences 2022;146:04002 View
  3. Veldmeijer L, Terlouw G, Veer J, van Os J, Boonstra N. Design for mental health: can design promote human-centred diagnostics?. Design for Health 2023;7(1):5 View
  4. Cheak-Zamora N, Odunleye O. Stress and Coping in Autistic Young Adults. Autism in Adulthood 2022;4(3):193 View
  5. Veldmeijer L, Terlouw G, van ’t Veer J, Kuipers D. Harnessing virtual reality simulation in training healthcare workers in handling patients with suspected COVID-19 infections: results of training and lessons learned about design. Design for Health 2022;6(1):44 View
  6. Saiger M, Deterding S, Gega L. Children and Young People’s Involvement in Designing Applied Games: Scoping Review. JMIR Serious Games 2023;11:e42680 View
  7. Vacca R, Augello A, Gallo L, Caggianese G, Malizia V, La Grutta S, Murero M, Valenti D, Tullo A, Balech B, Marzano F, Ghezzo A, Tancredi G, Turchetta A, Riccio M, Bravaccio C, Scala I. Serious Games in the new era of digital-health interventions: A narrative review of their therapeutic applications to manage neurobehavior in neurodevelopmental disorders. Neuroscience & Biobehavioral Reviews 2023;149:105156 View
  8. López-Bouzas N, del Moral-Pérez M. Gamified Environments and Serious Games for Students With Autistic Spectrum Disorder: Review of Research. Review Journal of Autism and Developmental Disorders 2023 View
  9. Farkas K, Pesthy O, Janacsek K, Németh D. Interpersonal Distance Theory of Autism and Its Implication for Cognitive Assessment, Therapy, and Daily Life. Perspectives on Psychological Science 2024;19(1):126 View
  10. Veldmeijer L, Terlouw G, Van Os J, Van Dijk O, Van 't Veer J, Boonstra N. The Involvement of Service Users and People With Lived Experience in Mental Health Care Innovation Through Design: Systematic Review. JMIR Mental Health 2023;10:e46590 View
  11. Mitsea E, Drigas A, Skianis C. VR Gaming for Meta-Skills Training in Special Education: The Role of Metacognition, Motivations, and Emotional Intelligence. Education Sciences 2023;13(7):639 View
  12. Lee I, Hsu H. Applied the augmented reality technology combined with social stories strategies and computational thinking games to improve the social skills of children with ASD. Interactive Learning Environments 2023:1 View
  13. LÓPEZ-BOUZAS N, PÉREZ M, FERNÁNDEZ J. ESTIMULANDO LA COMPETENCIA COMUNICATIVA EN ALUMNADO CON TEA A PARTIR DE UN ENTORNO GAMIFICADO AUMENTADO1. Revista Brasileira de Educação Especial 2023;29 View
  14. López-Bouzas N, del Moral-Pérez M, Castañeda-Fernández J. Communicative competence in students with ASD: Interaction and immersion in a Gamified Augmented Environment. Education and Information Technologies 2023 View

Books/Policy Documents

  1. Stone B, Saggers B. International Encyclopedia of Education(Fourth Edition). View
  2. Glumbić N, Đorđević M, Brojčin B. Digital Inclusion of Individuals with Autism Spectrum Disorder. View
  3. Keates N, Waldock K. Transforming Education for Personalized Learning. View