Designing Gamification Technology for and with Students with Behavioral Disorders.
Aidan TooleAllison Nicole SpillerKarina CaroGabriela MarcuPublished in: PervasiveHealth (2018)
Keyphrases
- student motivation
- classroom setting
- educational institutions
- distance learning
- student learning
- learning styles
- learning experience
- intelligent tutoring systems
- technology enhanced
- e learning
- technology mediated
- secondary school
- undergraduate students
- learning environment
- teaching methods
- collaborative learning
- high school students
- student engagement
- engineering education
- writing skills
- student attitudes
- learning activities
- primary school
- pedagogical design
- university students
- learning scenarios
- high school
- game mechanics
- graphic design
- science curriculum
- technology integration
- practical experience
- online environment
- learning outcomes
- user experience
- teacher education
- computer skills
- student teachers
- web based courses
- problem based learning
- tablet pc
- digital technologies
- learning process
- design studio
- control group