2016
DOI: 10.1007/978-3-319-39483-1_42
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Game Design Recommendations Focusing on Children with Developmental Dyscalculia

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Cited by 12 publications
(5 citation statements)
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“…Wilson et al 2006;Käser et al 2013;Ninaus et al 2017), their research does not give sufficient attention to game design concepts. This lack of awareness reduces the game possibilities, as it ignores or pays little attention to player experience (considered a secondary element) (Cezarotto and Battaiola, 2016). This study focusses on the game character since there is evidence that the character plays a role in promoting learners' motivation in educational games (Dickey, 2015).…”
Section: Forewordmentioning
confidence: 99%
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“…Wilson et al 2006;Käser et al 2013;Ninaus et al 2017), their research does not give sufficient attention to game design concepts. This lack of awareness reduces the game possibilities, as it ignores or pays little attention to player experience (considered a secondary element) (Cezarotto and Battaiola, 2016). This study focusses on the game character since there is evidence that the character plays a role in promoting learners' motivation in educational games (Dickey, 2015).…”
Section: Forewordmentioning
confidence: 99%
“…This limitation is even more expressive in the design of games used in the rehabilitation of children with dyscalculia. The latter is particularly the case in Brazil, where there is a demand for new games for this group of users (Cezarotto & Battaiola, 2016).…”
Section: Character In the Player Experiencementioning
confidence: 99%
“…Despite the relevant contributions made by authors from neuropsychology (e.g., WILSON et al, 2006;NINAUS et al, 2017), current research does not give sufficient attention to ways games can be designed to better reach this specific area of need. This lack of awareness reduces possibilities for game-based interventions, as it ignores or pays little attention to player experience (considered a secondary element) (CEZAROTTO and BATTAIOLA, 2016).…”
Section: Introductionmentioning
confidence: 99%
“…Therefore, within a user-centered design framework encompassing different stakeholders (learners, specialists in rehabilitation, and game developers), this study focuses on the motivational aspects of using educational digital games for children with dyscalculia. Additionally, in Brazil, there is a demand for research on and the development of new educational games for children with dyscalculia (CEZAROTTO and BATTAIOLA, 2016). The goal of this study is to offer recommendations on how to best make educational math games for these learners.…”
Section: Introductionmentioning
confidence: 99%
“…In this context, researchers (Battaiola et al, 2008; McGonigal, 2011; Kim et al, 2015; Cezarotto and Battaiola, 2016) also assert that the narrative of a game and its characteristics can be determinant in maintaining the player’s engagement. Generally, learning is sustained by motivational applications and by conventional methods (Marques et al, 2013; Mourgues et al, 2016), but the students prefer educational methods based on games, rather than other applications that do not have game characteristics (Sarmanho, 2012; Hwang and Wang, 2016).…”
Section: Introductionmentioning
confidence: 99%