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dc.contributor.authorMontero, Guadalupe
dc.contributor.authorGomez Escribano, Javier
dc.date.accessioned2019-08-08T07:51:04Z
dc.date.available2019-08-08T07:51:04Z
dc.date.created2018-12-11T12:35:18Z
dc.date.issued2018
dc.identifier.isbn978-3-319-99425-3
dc.identifier.urihttp://hdl.handle.net/11250/2607508
dc.description.abstractIn this paper we present the experiences with serious games used in a special education school. Particularly, these games provides a engagement context to motivate students with special needs and introduce them basic instrumental skills. The paper summarises the intervention blocks and the games used for each. Finally, an outline of the key ideas to do a successful intervention are presented.nb_NO
dc.language.isoengnb_NO
dc.publisherSpringer Verlagnb_NO
dc.relation.ispartofEntertainment Computing – ICEC 2018
dc.titleSerious Games in Special Education. A Practitioner’s Experience Reviewnb_NO
dc.typeChapternb_NO
dc.description.versionacceptedVersionnb_NO
dc.identifier.doi10.1007/978-3-319-99426-0_50
dc.identifier.cristin1641624
dc.description.localcodeThis is a post-peer-review, pre-copyedit version of an article published in [ Lecture Notes in Computer Science] Locked until 25.8.2019 due to copyright restrictions. The final authenticated version is available online at: https://doi.org/10.1007/978-3-319-99426-0_50nb_NO
cristin.unitcode194,63,10,0
cristin.unitnameInstitutt for datateknologi og informatikk
cristin.ispublishedtrue
cristin.fulltextoriginal
cristin.qualitycode1


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