Embodied Learning Enhanced with Technology in Special Education: A Systematic Literature Review
Öz
Anahtar Kelimeler
Embodied learning, technology in special education, systematic review
Etik Beyan
Kaynakça
- Ale, M., Sturdee, M., & Rubegni, E. (2022). A systematic survey on embodied cognition: 11 years of research in child–computer interaction. International Journal of Child-Computer Interaction, 33, 2-17. https://doi.org/10.1016/j.ijcci.2022.100478
- Altanis, G., Boloudakis, M., Retalis, S., & Nikou, N. (2013). Children with motor impairments play a kinect learning game: first findings from a pilot case in an authentic classroom environment. J Interact Design Architect, 19, 91-104.
- Bokosmaty, S., Mavilidi, M. F. & Paas, F. (2017). Making versus observing manipulations of geometric properties of triangles to learn geometry using dynamic geometry software. Computers & Education, 113, 313-326. https://doi.org/10.1016/j.compedu.2017.06.008
- Cabrera, R., Molina, A., Gómez, I., & García-Heras, J. (2017). Kinect as an access device for people with cerebral palsy: A preliminary study. International Journal of Human-Computer Studies, 108, 62-69. https://doi.org/10.1016/j.ijhcs.2017.07.004
- Caemmerer, J. M., Keith, T. Z., & Reynolds, M. R. (2020). Beyond individual intelligence tests: application of Cattell-Horn-Carroll theory. Intelligence, 79, 101433. https://doi.org/10.1016/j.intell.2020.101433
- Chandler, P., & Tricot, A. (2015). Mind your body: The essential role of body movements in children’s learning. Educational Psychology Review, 27 (3), 365–370. https://doi.org/10.1007/s10648-015-9333-3
- Contreras, M. I., Bauza, C. G., & Santos, G. (2019). Videogame-based tool for learning in the motor, cognitive and socio-emotional domains for children with intellectual disability. Entertainment Computing, 30, 100301. https://doi.org/10.1016/j.entcom.2019.100301
- Dahn, M., Enyedy, N., & Danish, J. (2018). How Teachers Use Instructional Improvisation to Organize Science Discourse and Learning in a Mixed Reality Environment (pp. 72–79). London, UK: International Society of the Learning Sciences (ISLS). https://repository.isls.org//handle/1/915
- De Luca, V., Schena, A., Covino, A., Di Bitonto, P., Potenza, A., Barba, M. C., ... & De Paolis, L. T. (2024). Serious Games for the Treatment of Children with ADHD: The BRAVO Project. Information Systems Frontiers, 1-23. https://doi.org/10.1007/s10796-023-10457-8
- Degli Innocenti, E., Geronazzo, M., Vescovi, D., Nordahl, R., Serafin, S., Ludovico, L. A., & Avanzini, F. (2019). Mobile virtual reality for musical genre learning in primary education. Computers & Education, 139, 102-117. https://doi.org/10.1016/j.compedu.2019.04.010