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  1. 15 cze 2020 · The purpose of this systematic literature review is to explore the area of digital Game-Based Learning (GBL) for students with intellectual disabilities as a tool that enables positive impact...

  2. 5 gru 2023 · This study seeks to answer the question, aiming to investigate whether playing video games affects the cognitive development of students with learning impairments in Saudi Arabia" by looking at the possibility of gender differences in the cognitive results of video game play.

  3. 30 cze 2023 · This research presents the “LudoMinga” platform based on serious games designed to facilitate the learning process of people with intellectual disabilities. The platform is focused on providing an inclusive and accessible learning environment.

  4. 1 sty 2015 · In this paper we present a study about multi-sensory content within the context of learning activities aimed at people with intellectual disability. A story was prepared together with traditional stimulus (audio and visual) and multisensory (audio, video, tactile and smell).

  5. 1 sty 2024 · The results showed a link between frequent play and involvement in certain game genres, such as action and role-playing games, to the improvement of students' cognitive development.

  6. 20 cze 2018 · This paper reports on a digital storytelling project which seeks to create interactive storytelling of personal experience narratives. We begin with an ethnographic study of two resident storytellers at the District Six Museum, Cape Town, Noor Ebrahim ...

  7. 12 cze 2019 · We outline how using multisensory elements can facilitate creativity and collaboration to help children with mixed visual abilities create and share stories together, and support learning and social inclusion of VI children in mainstream classrooms.

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