2014
DOI: 10.1007/978-3-319-05972-3_16
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Mobile Learning and Games: Experiences with Mobile Games Development for Children and Teenagers Undergoing Oncological Treatment

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Cited by 16 publications
(22 citation statements)
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“…A system for smart phones or tablets to support children with cancer to keep up with the curriculum of their school classes is presented by Barbosa et al [15].…”
Section: B Related Workmentioning
confidence: 99%
“…A system for smart phones or tablets to support children with cancer to keep up with the curriculum of their school classes is presented by Barbosa et al [15].…”
Section: B Related Workmentioning
confidence: 99%
“…Merging learning, mobility and digital games, this research develops means to assist the school reinforcement of AMO patients and families. Based on this and considering the age group of the subjects, we understand that digital games (Branco and Max, 2011;Barbosa et al, 2014;Barbosa et al, 2011) are more appropriate as means to assist in the needs of the subjects involved in the research. So, elements such as usability and gameplay must be evaluated considering the profile of the subjects of the research.…”
Section: Proposal For Evaluation Of Usability and Gameplay In Educatimentioning
confidence: 99%
“…The 2D educational game called "Corrida Gramatical" will be used as an evaluation object of usability and gameplay by the researched subjects. "Corrida Gramatical" (Barbosa et al, 2014) was developed for tablets, this is a runner type game, with a cartoon-based graphic, where the character is always in motion. The objective of this game is to reinforce Portuguese grammar, one of the school subjects in which Brazilians experience greater difficulty.…”
Section: Proposal For Evaluation Of Usability and Gameplay In Educatimentioning
confidence: 99%
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“…Nesse cenário, percebemos o quanto as tecnologias móveis podem colaborar para melhorar o processo de ensino e de aprendizagem dos sujeitos da AMO. A utilização de dispositivos móveis como tablets, durante o processo de estudo dos sujeitos, pode abrir muitas oportunidades para trabalhar a criatividade e a curiosidade, ao mesmo tempo em que se torna um elemento de motivação e colaboração na formação e no tratamento dos sujeitos, uma vez que o processo de aprendizagem se torna atraente, divertido e significativo e auxilia na resolução de problemas que podem ser resolvidos individualmente ou coletivamente (BARBOSA, 2014;BARBOSA, 2013).…”
Section: Trabalho Com Tecnologias No Meio Não Escolarunclassified