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Games as educational strategy: A case of tangible interaction for users of Alternative and Augmentative Communication.
Cecilia Veronica Sanz
Andrea Guisen
Armando De Giusti
Sandra Baldassarri
Javier Marco
Eva Cerezo
Published in:
CTS (2013)
Keyphrases
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educational games
serious games
recommender systems
end users
user interaction
user interface
learning games
tangible interaction
case study
two player games
game based learning
game playing
game design
distance education
video games
augmented reality
user profiles
knowledge management
software engineering