Παρακαλώ χρησιμοποιήστε αυτό το αναγνωριστικό για να παραπέμψετε ή να δημιουργήσετε σύνδεσμο προς αυτό το τεκμήριο: https://ruomo.lib.uom.gr/handle/7000/487
Πλήρης εγγραφή μεταδεδομένων
Πεδίο DCΤιμήΓλώσσα
dc.contributor.authorTsikinas, Stavros-
dc.contributor.authorXinogalos, Stelios-
dc.contributor.authorSatratzemi, Maya-
dc.contributor.authorKartasidou, Lefkothea-
dc.date.accessioned2019-11-29T08:16:28Z-
dc.date.available2019-11-29T08:16:28Z-
dc.date.issued2018-
dc.identifier10.1007/978-3-319-75175-7_55en_US
dc.identifier.isbn978-3-319-75174-0en_US
dc.identifier.isbn978-3-319-75175-7en_US
dc.identifier.issn2194-5357en_US
dc.identifier.issn2194-5365en_US
dc.identifier.urihttps://doi.org/10.1007/978-3-319-75175-7_55en_US
dc.identifier.urihttps://ruomo.lib.uom.gr/handle/7000/487-
dc.description.abstractEducating people with intellectual disabilities (ID) or autism spectrum disorder (ASD) is a non-trivial process and differs from the learning methods of typically developed people. Recently, serious games (SGs) have been used to enhance the learning process of these groups and address different skills. On the other hand, blended learning (BL) is applied to formal and informal educational contexts and combines face-to-face and online learning. In this study, we examine if SGs can provide the necessary means for applying BL, especially for people with ID or ASD that could be benefited by personalized learning opportunities. In addition, we examine 43 existing SGs for people with ID or ASD, as well as the perceptions of 93 special education professionals (SEP) and teachers (SET) working in schools and institutions for people with ID or ASD regarding the role of technology and SGs in their education. We concluded that SGs could enhance the learning process of people with ID or ASD in many skills. In addition, the opinions of SEP and SET regarding the importance of technology in the learning process of people with ID or ASD and the familiarity with SGs, indicate that BL could be effectively promoted through SGs.en_US
dc.language.isoenen_US
dc.relation.ispartofseriesAdvances in Intelligent Systems and Computingen_US
dc.subjectFRASCATI::Natural sciences::Computer and information sciencesen_US
dc.subjectFRASCATI::Social sciences::Educational sciences::Education, special (including:to gifted persons, those with learning disabilities)en_US
dc.subject.otheraccessible blended learningen_US
dc.subject.otherserious gamesen_US
dc.subject.otherintellectual disabilities and autismen_US
dc.titleUsing Serious Games for Promoting Blended Learning for People with Intellectual Disabilities and Autism: Literature vs Realityen_US
dc.typeConference Paperen_US
dc.contributor.departmentΤμήμα Εφαρμοσμένης Πληροφορικήςen_US
local.identifier.volume725en_US
local.identifier.firstpage563en_US
local.identifier.lastpage574en_US
local.identifier.volumetitleInteractive Mobile Communication Technologies and Learningen_US
Εμφανίζεται στις Συλλογές: Τμήμα Εφαρμοσμένης Πληροφορικής

Αρχεία σε αυτό το Τεκμήριο:
Αρχείο Περιγραφή ΜέγεθοςΜορφότυπος 
IMCL2017_ID_ASD_postprint.pdf432,61 kBAdobe PDFΠροβολή/Ανοιγμα


Τα τεκμήρια στο Αποθετήριο προστατεύονται από πνευματικά δικαιώματα, εκτός αν αναφέρεται κάτι διαφορετικό.