This document is a public summary of the internal iSmart Concept Report related to development of ICT tools to support education of dyslexic children. Based on the “Current Innovation Report”, the “Needs Analysis Report” and...
Submitted by Romana Krizova, 2373 days ago
This document is a public summary of the internal Needs Analysis Report. The Needs Analysis was conducted in the period January to March 2014 in the Czech Republic, Germany, Greece, Italy, Malta, Sweden, and Turkey with a total of 2,356 participants...
Submitted by Romana Krizova, 2436 days ago
The Research on Current Innovation Report summarises the findings from inventorying the current situation on what software and hardware is available for helping pupils with dyslexia and other learning disabilities, and innovative projects...
Submitted by Romana Krizova, 2436 days ago
In this report policy recommendations for up calling creative classrooms are presented. Almost 150 experts participated in on line consultation and evaluated the 60 policy recommendations, that were collected at several stages of the project. The...
Submitted by Romana Krizova, 2458 days ago
This paper presents a game-based approach for building language and cultural communication skills for use in the world of work. The paper presents the methodology used for the development of the siLang serious game for vehicular language learning....
Submitted by Hariklia Tsalapatas, 2506 days ago
Submitted by Felix Rodrigues Gulias, 2574 days ago
In the last decade, scenario-based serious-games have become a main tool for learning new skills and capabilities. An important factor in the development of such systems is the overhead in time, cost and human resources to manually create the...
Submitted by António Andrade, 2580 days ago
This paper examines the literature on computer games and serious games in regard to the potential positive impacts of gaming on users aged 14 years or above, especially with respect to learning, skill enhancement and engagement. Search terms...
Submitted by Pedro Latorre, 2639 days ago
This report addresses the potential of digital games to support social inclusion and empowerment (DGEI). It is based on a range of theoretical and empirical data, brought together for the first time in this and associated reports. The aim of the...
Submitted by Martin Sillaots, 2742 days ago
This project has been funded with support from the European Commission. This publication reflects the views only of the author, and the Commission cannot be held responsible for any use which may be made of the information contained therein.