Mobile learning and games in special education

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 mai...

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Main Authors: Standen, Penny, Brown, David
Other Authors: Lani, Florian
Format: Book Section
Language:English
Published: SAGE 2014
Online Access:https://eprints.nottingham.ac.uk/41280/
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author Standen, Penny
Brown, David
author2 Lani, Florian
author_facet Lani, Florian
Standen, Penny
Brown, David
author_sort Standen, Penny
building Nottingham Research Data Repository
collection Online Access
description 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.
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spelling nottingham-412802017-10-13T01:29:34Z https://eprints.nottingham.ac.uk/41280/ Mobile learning and games in special education Standen, Penny Brown, David 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. SAGE Lani, Florian 2014-04-07 Book Section PeerReviewed application/pdf en https://eprints.nottingham.ac.uk/41280/1/Mobile%20learning%20and%20games%20in%20special%20education%20AAM.pdf 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 http://sk.sagepub.com/reference/the-sage-handbook-of-special-education-2e/n44.i4182.xml doi:10.4135/9781446282236.n44 doi:10.4135/9781446282236.n44
spellingShingle Standen, Penny
Brown, David
Mobile learning and games in special education
title Mobile learning and games in special education
title_full Mobile learning and games in special education
title_fullStr Mobile learning and games in special education
title_full_unstemmed Mobile learning and games in special education
title_short Mobile learning and games in special education
title_sort mobile learning and games in special education
url https://eprints.nottingham.ac.uk/41280/
https://eprints.nottingham.ac.uk/41280/
https://eprints.nottingham.ac.uk/41280/