Penny Standen
Mobile Learning and Games in Special Education
Standen, Penny; Brown, David
Authors
David Brown
Contributors
Florian Lani
Editor
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.
Citation
Standen, P., & Brown, . D. (2014). Mobile Learning and Games in Special Education. In F. Lani (Ed.), The SAGE handbook of special education (719-730). London: SAGE Publications Ltd. https://doi.org/10.4135/9781446282236.n44
Acceptance Date | Jan 7, 2014 |
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Online Publication Date | Apr 7, 2014 |
Publication Date | Apr 7, 2014 |
Deposit Date | Mar 22, 2017 |
Publicly Available Date | Mar 22, 2017 |
Peer Reviewed | Peer Reviewed |
Pages | 719-730 |
Book Title | The SAGE handbook of special education |
Chapter Number | 42 |
ISBN | 9781446210536 |
DOI | https://doi.org/10.4135/9781446282236.n44 |
Public URL | https://nottingham-repository.worktribe.com/output/727456 |
Publisher URL | http://sk.sagepub.com/reference/the-sage-handbook-of-special-education-2e/n44.i4182.xml |
Contract Date | Mar 22, 2017 |
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