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Using Videogames in Special Education

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Book cover Computer Aided Systems Theory – EUROCAST 2007 (EUROCAST 2007)

Part of the book series: Lecture Notes in Computer Science ((LNTCS,volume 4739))

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Abstract

Consideration has arisen on the use of video games as learning tools since they are deemed as active elements in classrooms. New game technologies have helped creating alternative strategies to increase cognitive skills in the field of Special Education. This paper describes our experience in video games design and in new forms of human-computer interaction addressed to develop didactic games for children with communication problems such as autism, dysphasia, ictus or some types of cerebral paralysis.

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Roberto Moreno Díaz Franz Pichler Alexis Quesada Arencibia

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© 2007 Springer-Verlag Berlin Heidelberg

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González, J.L., Cabrera, M.J., Gutiérrez, F.L. (2007). Using Videogames in Special Education. In: Moreno Díaz, R., Pichler, F., Quesada Arencibia, A. (eds) Computer Aided Systems Theory – EUROCAST 2007. EUROCAST 2007. Lecture Notes in Computer Science, vol 4739. Springer, Berlin, Heidelberg. https://doi.org/10.1007/978-3-540-75867-9_46

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  • DOI: https://doi.org/10.1007/978-3-540-75867-9_46

  • Publisher Name: Springer, Berlin, Heidelberg

  • Print ISBN: 978-3-540-75866-2

  • Online ISBN: 978-3-540-75867-9

  • eBook Packages: Computer ScienceComputer Science (R0)

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