Published on in Vol 9, No 2 (2021): Apr-Jun

Preprints (earlier versions) of this paper are available at https://preprints.jmir.org/preprint/25997, first published .
Developing Adaptive Serious Games for Children With Specific Learning Difficulties: A Two-phase Usability and Technology Acceptance Study

Developing Adaptive Serious Games for Children With Specific Learning Difficulties: A Two-phase Usability and Technology Acceptance Study

Developing Adaptive Serious Games for Children With Specific Learning Difficulties: A Two-phase Usability and Technology Acceptance Study

Authors of this article:

Oguzcan Yildirim1 Author Orcid Image ;   Elif Surer1 Author Orcid Image

Journals

  1. Bassano C, Chessa M, Solari F. Visualization and Interaction Technologies in Serious and Exergames for Cognitive Assessment and Training: A Survey on Available Solutions and Their Validation. IEEE Access 2022;10:104295 View
  2. Khaleghi A, Aghaei Z, Behnamghader M. Developing two game-based interventions for dyslexia therapeutic interventions using gamification and serious games approaches entertainment computing journal. Entertainment Computing 2022;42:100482 View
  3. Rico-Olarte C, Narváez-Muñoz N, López D, Becker L, Tovar-Ruiz L. Assessing HapHop-Physio: An Exer-Learning Game to Support Therapies for Children with Specific Learning Disorders. Applied Sciences 2022;12(16):8281 View
  4. Verwimp C, Snellings P, Wiers R, Tijms J. A randomised proof‐of‐concept trial on the effectiveness of a game‐based training of phoneme‐grapheme correspondences in pre‐readers. Journal of Computer Assisted Learning 2023;39(5):1607 View
  5. Hussain H, Faisal C, Habib M, Gonzalez-Rodriguez M, Fernandez-Lanvin D, De Andres J. ARLexic game: an augmented reality-based serious game for training of dyslexic and dysgraphic children. Virtual Reality 2023;27(4):3649 View
  6. Guo Z, Thawonmas R, Ren X. Rethinking dynamic difficulty adjustment for video game design. Entertainment Computing 2024;50:100663 View
  7. Asmawati L. Technology Acceptance Model Android Puzzle Games Based on Banten Local Culture for Early Childhood Education. Jurnal Pendidikan Anak Usia Dini Undiksha 2024;12(1):54 View
  8. Court R, Swallow V, El-Yousfi S, Gray-Burrows K, Sotir F, Wheeler G, Kellar I, Lee J, Mitchell R, Mlynarczyk W, Ramavath A, Dimitri P, Phillips B, Prodgers L, Pownall M, Kowalczyk M, Branchflower J, Powell L, Bhanbhro S, Weighall A, Martin-Kerry J. Children and young people’s preferences and needs when using health technology to self-manage a long-term condition: a scoping review. Archives of Disease in Childhood 2024;109(10):826 View
  9. Apichonpongsakorn C, Puttakiaw P, Wittayasai W, Prasartkaew C. EDUCATIONAL APPLICATION -ASSISTED BOARD GAME FOR PSYCHOLOGICAL FIRST AID LEARNING AMONG PRE-CADETS. Journal of Southeast Asian Medical Research 2024;8:e0220 View
  10. Bosse I, Nussbaumer D, Hövel D. The role of ICT as LT in shaping inclusive and special education – a systematic review for 2012–2023. Journal of Enabling Technologies 2024;18(2/3):134 View

Books/Policy Documents

  1. Guillen-Sanz H, Rodríguez-Garcia B, Martinez K, Manzanares M. Extended Reality. View
  2. Tawfik A, Payne L, McKinney R, Ketter H. Transdisciplinary Learning Experience Design. View