Using Serious Games for Promoting Blended Learning for People with Intellectual Disabilities and Autism: Literature vs Reality.
Stavros TsikinasStelios XinogalosMaya SatratzemiLefkothea KartasidouPublished in: IMCL (2017)
Keyphrases
- blended learning
- serious games
- current practices
- online learning
- distance learning
- higher education
- learning strategies
- virtual environment
- blended learning environment
- e learning
- educational technology
- educational games
- open and distance learning
- game development
- open university
- design principles
- game engine
- learning management systems
- game play
- learning scenarios
- game design
- hybrid learning
- technology mediated
- computer games
- learning processes
- online discussion
- video games
- case study
- social skills
- language learning
- virtual learning community
- curriculum development
- software engineering
- digital games
- learning process
- learning tools
- machine learning
- real world