Education and Learning Technologies

Serious games (SGs) are innovative technological solutions to support children and adults with Autism Spectrum Disorder (ASD). We designed and developed a 3D personalized SG aimed to support children and teens with ASD in practicing a specific daily living activity: shopping in a supermarket. In our experiment, ten participants with ASD (8 males/2 females; age range 8-16 years) played ten game sessions, one per week, for no more than 30 minutes.

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Abstract—Contribution: This paper presents a study that adds evidence to the field of computer education by focusing on the interaction between shapes of tables, group size and gender, and their effects on on-task collaborative learning actions. By studying the collaborative learning environment in the context of computer education, the aim is to understand how different on-task actions are affected by mentioned factors.

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245 Views

The open-loop and closed-loop simulation tools for LLC resonant converters are developed based on the MATLAB GUI.

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1059 Views

This dataset intends to provide information of Sigueme la Corriente audience perception on its pedagogical value.

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119 Views

In this brief,

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This dataset analyzes a survey delivered in 2019 to 259 experts in engineering education that asked them to forecast which information and communication technologies were most likely to impact the practice of engineering education based on the expert's discipline (electrical, electronics, mechanical, telecommunications engineering, computer science, etc.) and region.

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509 Views

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