The Pedagogical Value of Creating Accessible Games: A Case Study with Higher Education Students.
Carla SousaJosé Carlos NevesManuel José DamásioPublished in: Multimodal Technol. Interact. (2022)
Keyphrases
- higher education
- e learning
- knowledge practices
- blended learning
- educational contexts
- online teaching
- hybrid learning
- open university
- distance learning
- online learning
- hong kong
- learning technologies
- mobile learning
- learning in higher education
- technology enhanced
- problem based learning
- learning management systems
- higher education institutions
- video games
- m learning
- tertiary education
- learning experience
- teaching practices
- online education
- serious games
- learning objects
- project based learning
- learning design
- computer games
- learning process
- learning environment
- case study
- faculty members
- learning activities
- pedagogical approaches
- game design
- teaching methods
- educational games
- distance education
- web based teaching