2018
DOI: 10.1007/s11528-018-0294-5
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Moving Bodies to Moving Minds: A Study of the Use of Motion-Based Games in Special Education

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Cited by 58 publications
(45 citation statements)
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References 30 publications
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“…A post hoc mapping between the modalities used in the studies and the sample size reveals that the majority of the studies with a sample size larger than 40 used data streams such as audio, video, logs and surveys (for the details of the mapping for the studies with more than 40 participants, see Appendix D ). On the contrary, most of the other studies had more sophisticated data collection equipment, such as eye-tracking , EEG (Giannakos et al ., 2019 ;Sharma, Papamitsiou, et al ., 2019 ), EDA sensors (Worsley & Blikstein, 2015 ) and Kinect (Kosmas, Ioannou, & Retalis, 2018 ). This ease of collection of data possibly explains the higher number of participants in the first set of studies.…”
Section: Data Collection Sample Size and Methodologymentioning
confidence: 99%
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“…A post hoc mapping between the modalities used in the studies and the sample size reveals that the majority of the studies with a sample size larger than 40 used data streams such as audio, video, logs and surveys (for the details of the mapping for the studies with more than 40 participants, see Appendix D ). On the contrary, most of the other studies had more sophisticated data collection equipment, such as eye-tracking , EEG (Giannakos et al ., 2019 ;Sharma, Papamitsiou, et al ., 2019 ), EDA sensors (Worsley & Blikstein, 2015 ) and Kinect (Kosmas, Ioannou, & Retalis, 2018 ). This ease of collection of data possibly explains the higher number of participants in the first set of studies.…”
Section: Data Collection Sample Size and Methodologymentioning
confidence: 99%
“…Behavioral trajectories (process) Several researchers have pointed out how MMLA is capable of explaining learning processes or students' trajectories. Specifically, Kosmas et al . ( 2018 ) showed in a Kinect-based game that the play-time and range of motion improve students' short-term memory; Junokas et al .…”
Section: For Learning Behavior and Performancementioning
confidence: 99%
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“…Body movement and gestures constitute an aspect of our everyday life which is natural for everybody: therefore, the challenge of turning instinctive modalities to communicate messages with non-living objects provides a fascinating user experience [23]. Body movement in the form of walking in a room can act as an interaction method via computer-vision based noninstrumented human detection, facilitating both implicit and explicit interaction not only in CH installations [24] but also within educational contexts [25] [26]. Another common interaction technique is mid-air hand gesturing: users are able to simply point in order to retrieve additional information about exhibited artefacts [27], browse a multimedia collection [28] reveal additional information by lighting exhibits [29].…”
Section: Applications and Interaction In Cultural Heritage Environmentsmentioning
confidence: 99%
“…A number of studies in SC and Educational Technology have been conducted to support both children and adults with different health problems and impairments. Many technologies, under the field of game-based learning, such as motion-based interactive games, appear to enhance the academic, cognitive and motor skills of children with disabilities [24,25]. The study of Constantinou et al (2016), examined the personal tour of cultural heritage for deaf museum visitors through a mobile application.…”
Section: Design and Inclusion Of People With Disabilitiesmentioning
confidence: 99%