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Mobile Learning and Games in Special Education

Standen, Penny; Brown, David

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Authors

Penny Standen

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
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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