Exploring the use of a gamification platform to support students with dyslexia.
Daniel GoochAsimina VasalouLaura BentonPublished in: IISA (2015)
Keyphrases
- primary purpose
- collaborative learning
- web environment
- student learning
- learning activities
- learning contexts
- learning outcomes
- high school students
- learning scenarios
- learning process
- experiential learning
- mobile technologies
- high school
- computer games
- college students
- distance learning
- higher education
- online collaborative
- collaborative learning environment
- learning experience
- medical education
- learning styles
- e learning
- ict tools
- game mechanics