Accessibility Assessment of Mobile Serious Games for People with Cognitive Impairments

Author(s):  
Angel Jaramillo-Alcazar ◽  
Sergio Lujan-Mora ◽  
Luis Salvador-Ullauri
2014 ◽  
pp. 110-113
Author(s):  
Stefania Pazzi ◽  
Valentina Falleri ◽  
Stefano Puricelli ◽  
Daniela Tost Pardell ◽  
Ariel von Barnekow ◽  
...  

2014 ◽  
Vol 23 (1) ◽  
pp. 42-54 ◽  
Author(s):  
Tanya Rose Curtis

As the field of telepractice grows, perceived barriers to service delivery must be anticipated and addressed in order to provide appropriate service delivery to individuals who will benefit from this model. When applying telepractice to the field of AAC, additional barriers are encountered when clients with complex communication needs are unable to speak, often present with severe quadriplegia and are unable to position themselves or access the computer independently, and/or may have cognitive impairments and limited computer experience. Some access methods, such as eye gaze, can also present technological challenges in the telepractice environment. These barriers can be overcome, and telepractice is not only practical and effective, but often a preferred means of service delivery for persons with complex communication needs.


2013 ◽  
Vol 221 (2) ◽  
pp. 90-97 ◽  
Author(s):  
John L. Sherry

Millions in taxpayer and foundation euros and dollars have been spent building and testing educational video games, games for health, and serious games. What have been the fruits of this frenzy of activity? What educational video game has had the reach and impact of Sesame Street or Blues Clues television shows? By comparison, the Children’s Television Workshop (CTW) managed to get Sesame Street off the ground within a couple of years, writing the basic scientific literature on educational media design in the process. Not only is Sesame Street well known and proven, it laid the basis for every effective educational show to follow. This article explores the differences between the CTW scientific approach to educational media production and the mostly nonscientific approach consuming so many resources in the educational games, games for health, and serious games movements. Fundamental scientific questions that remain unanswered are outlined.


2008 ◽  
Author(s):  
Elizabeth McCallum ◽  
Ara J. Schmitt ◽  
Dana Keener ◽  
Kathleen Dingus ◽  
Jody Vergari

2011 ◽  
Author(s):  
Aarti Shyamsunder ◽  
Michael S. Fetzer ◽  
Wendy L. Bedwell ◽  
Ben Hawkes ◽  
Charles A. Handler ◽  
...  
Keyword(s):  

2010 ◽  
Author(s):  
Sandro Scielzo ◽  
Fleet Davis ◽  
Jennifer M. Riley ◽  
John Hyatt ◽  
Donald Lampton ◽  
...  

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