Flow, Fun and Frame in the Classroom: Redefining the Engagement and Self-Determination of Students with Intellectual Disability through Games.
Maria SaridakiConstantinos MourlasPublished in: iTAG (2014)
Keyphrases
- student engagement
- learning environment
- digital games
- computer games
- student participation
- student learning
- video games
- game based learning
- learning opportunities
- learning gains
- learning activities
- pilot study
- game mechanics
- game design
- classroom environment
- middle school
- collaborative learning
- secondary school
- learning outcomes
- playing games
- deaf students
- classroom setting
- learning experience
- elementary school
- middle school students
- science education
- classroom teaching
- helping students
- writing skills
- computer science education
- game play
- grade students
- teaching methods
- computer assisted instruction
- school district
- cooperative learning
- blended learning
- elementary school students
- learning tools
- learning processes
- learning achievement
- high school
- higher education
- critical thinking skills
- learning process
- science classroom
- virtual learning environments
- game development
- primary school
- educational games
- science learning
- discussion forums
- technology enhanced
- high school students
- distance education
- intelligent tutoring systems
- classroom activities
- serious games
- online learning
- games based learning
- mobile technologies