Mobile learning and games in special education

Standen, Penny and Brown, David (2014) Mobile learning and games in special education. In: The SAGE handbook of special education. SAGE, London, pp. 719-730. ISBN 9781446210536

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Abstract

Information technology is now a ubiquitous presence in all educational settings as well as places in which people work. While most mainstream schools now rely heavily on this technology to support learning, special education was often at the forefront of its adoption even acting as exemplars for mainstream education (Lilley, 2004). Educational virtual environments had been developed in special schools and adult training centres when virtual reality was still a novel technology in education (Standen & Brown, 2004; 2005; 2006). Now no school or educational setting would be imagined without information technology and there have been some exciting developments since

those early pioneering days. In this chapter we intend to cover three of those which we think are particularly pertinent for learners with special needs: serious games, mobile computing and the role of users in the development of the technology.

Item Type: Book Section
Schools/Departments: University of Nottingham, UK > Faculty of Medicine and Health Sciences > School of Medicine > Division of Rehabilitation and Ageing
University of Nottingham, UK > Faculty of Medicine and Health Sciences > School of Medicine
Identification Number: https://doi.org/10.4135/9781446282236.n44
Depositing User: Dziunka, Patricia
Date Deposited: 22 Mar 2017 09:21
Last Modified: 13 Oct 2017 01:29
URI: https://eprints.nottingham.ac.uk/id/eprint/41280

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