Journal: BJET

Volume 49, Issue 4

587 -- 595Marion A. Hersh, Barbara Leporini. Editorial: Serious games, education and inclusion for disabled people
596 -- 607Joni Lämsä, Raija Hämäläinen, Mikko Aro, Raine Koskimaa, Sanna-Mari Äyrämö. Games for enhancing basic reading and maths skills: A systematic review of educational game design in supporting learning by people with learning disabilities
608 -- 619George Giannakopoulos, Nicolas-Alexander Tatlas, Vassilios Giannakopoulos, Andreas Floros, Philippos Katsoulis. Accessible electronic games for blind children and young people
620 -- 635Marcella Mandanici, Federico Altieri, Antonio Rodà, Sergio Canazza. Inclusive sound and music serious games in a large-scale responsive environment
636 -- 645Antonio Rodríguez-Benítez, Imma Boada, Santiago Thió-Henestrosa, Mateu Sbert. CPRforblind: A video game to introduce cardiopulmonary resuscitation protocol to blind people
646 -- 658Sari Merilampi, Antti Koivisto, Andrew Sirkka. Designing serious games for special user groups - design for somebody approach
659 -- 672Ana R. Cano, Baltasar Fernández-Manjón, Álvaro J. García-Tejedor. Using game learning analytics for validating the design of a learning game for adults with intellectual disabilities
673 -- 689Andy Nguyen, Lesley A. Gardner, Don Sheridan. A framework for applying learning analytics in serious games for people with intellectual disabilities
690 -- 700Melody M. Terras, Elizabeth A. Boyle, Judith Ramsay, Dominic Jarrett. The opportunities and challenges of serious games for people with an intellectual disability
701 -- 716Maria Korozi, Asterios Leonidis, Stavroula Ntoa, Dimitrios Arampatzis, Ilia Adami, Margherita Antona, Constantine Stephanidis. Designing an augmented tabletop game for children with cognitive disabilities: The "Home game" case
717 -- 727Laura Colautti, Davide Baldassini, Vera Colombo, Stefano Mottura, Marco Sacco, Matteo Sozzi, Massimo Corbo, Maria Luisa Rusconi, Alessandro Antonietti. CREC: the role of serious games in improving flexibility in thinking in neuropsychological rehabilitation
728 -- 741Fengfeng Ke, Jewoong Moon. Virtual collaborative gaming as social skills training for high-functioning autistic children
742 -- 760Xianhui Wang, Wanli Xing, James M. Laffey. Autistic youth in 3D game-based collaborative virtual learning: Associating avatar interaction patterns with embodied social presence
761 -- 774Mario Ganzeboom, Marjoke Bakker, Lilian Beijer, Toni Rietveld, Helmer Strik. Speech training for neurological patients using a serious game
775 -- 799Thorkild Hanghøj, Andreas Lieberoth, Morten Misfeldt. Can cooperative video games encourage social and motivational inclusion of at-risk students?