Using an augmented reality game to teach three junior high school students with intellectual disabilities to improve ATM use
Saved in:
Kang, Y.S., Chang, Y.J., Using an augmented reality game to teach three junior high school students with intellectual disabilities to improve ATM use. Journal of Applied Research in Intellectual Disabilities, vol. 33, n. 3, 2020, p. 409-419.
Ref.
554247
Location:
CEDID Archivo (R.228)
Palabras clave:
Discapacidad intelectual, Nuevas tecnologías, Juegos, Ordenadores, Infancia, Intervención, Autonomía personal, Actividades de la vida diaria, Educación secundaria
Discapacidad intelectual, Nuevas tecnologías, Juegos, Ordenadores, Infancia, Intervención, Autonomía personal, Actividades de la vida diaria, Educación secundaria
Similar Items: Using an augmented reality game to teach three junior high school students with intellectual disabilities to improve ATM use
- Using a motion‐controlled game to teach four elementary school children with intellectual disabilities to improve hand hygiene
- Interactive augmented reality using Scratch 2.0 to improve physical activities for children with developmental disabilities
- TEACHING DECEPTION SKILLS IN A GAME-PLAY CONTEXT TO THREE ADOLESCENTS WITH AUTISM
- EFFECTIVENESS OF VIRTUAL REALITY USING WII GAMING TECHNOLOGY IN CHILDREN WITH DOWN SYNDROME
- Internet use and video gaming predict problem behavior in early adolescence
- Stretching capabilities: children with disabilities playing TV and computer games