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  1. 21 kwi 2020 · This paper introduces In-Visible Island: Inclusive Storytelling Platform for Visually Impaired Children designed to support interaction between children of varying sensory abilities to participate in shared narrative experience controlled by user’s action.

  2. 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...

  3. 23 wrz 2024 · This exploratory study investigated the impact of digital storytelling (DST) on the writing skills of primary students with dyslexia within Green's 3D socio-cultural model. It uncovered DST's potential as an inclusive and culturally responsive pedagogical approach.

  4. 1 sty 2015 · open access. Abstract. 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. 8 lip 2019 · The purpose of this study is to review the literature on the role narrative can play in the experience of a learner engaging in learning games and to synthesize research on features of story that have demonstrated success in these learning environments.

  6. 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.

  7. 10 sie 2018 · The Game Accessibility Special Interest Group (GA-SIG) of the International Game Developers Association (IGDA) defines accessibility in video games as the ability to play even under restrictive conditions because of functional limitations or disabilities, for example, sensory or motor .