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Conferences in DBLP

(acmidc)
2008 (conf/acmidc/2008)


  1. Accountable game designs for classroom learning. [Citation Graph (, )][DBLP]


  2. The world's longest street: how Sesame Street is working to meet a diversity of children's needs across the globe. [Citation Graph (, )][DBLP]


  3. Toys to fall for or live with? [Citation Graph (, )][DBLP]


  4. What works, what doesn't, and/or how to make it work? [Citation Graph (, )][DBLP]


  5. Testing interfaces that do not exist. [Citation Graph (, )][DBLP]


  6. Utilizing technology to support the development of empathy. [Citation Graph (, )][DBLP]


  7. Rethinking product research when time is on your side, but funds are not! [Citation Graph (, )][DBLP]


  8. What's a screen mean in a video game? [Citation Graph (, )][DBLP]


  9. Dan Anderson - University of Massachusetts, Amherst. [Citation Graph (, )][DBLP]


  10. Thinking inside the box: tales from the trenches. [Citation Graph (, )][DBLP]


  11. Digital learning ecosystems: authoring, collaboration, immersion and mobility. [Citation Graph (, )][DBLP]


  12. Screen cultures: cross-pollination between videogame and television research. [Citation Graph (, )][DBLP]


  13. Designing and evaluating affective open-learner modeling tutors. [Citation Graph (, )][DBLP]


  14. LinguaBytes. [Citation Graph (, )][DBLP]


  15. Tangible computer programming for informal science learning. [Citation Graph (, )][DBLP]


  16. Supporting children as they program to make physical and virtual objects interact. [Citation Graph (, )][DBLP]


  17. Robotics in special needs education. [Citation Graph (, )][DBLP]


  18. Supporting parent-child interaction in divorced families. [Citation Graph (, )][DBLP]


  19. Use of goals and dramatic elements in behavioral training of children with ASD. [Citation Graph (, )][DBLP]


  20. Evaluation of technology acceptance of a computer rehabilitation tool. [Citation Graph (, )][DBLP]


  21. Smartphones to facilitate communication and improve social skills of children with severe autism spectrum disorder: special education teachers as proxies. [Citation Graph (, )][DBLP]


  22. Robot-assisted therapy for children with autism spectrum disorders. [Citation Graph (, )][DBLP]


  23. TREK: transportation research, education, and knowledge. [Citation Graph (, )][DBLP]


  24. Developing a multi-user virtual environment for adolescent psychotherapy. [Citation Graph (, )][DBLP]


  25. Designing with and for children with special needs: an inclusionary model. [Citation Graph (, )][DBLP]


  26. Interactive and intelligent visual communication systems. [Citation Graph (, )][DBLP]


  27. Working with children with severe motor impairments as design partners. [Citation Graph (, )][DBLP]


  28. A role for grammar in autism CAIs. [Citation Graph (, )][DBLP]


  29. iSET: interactive social-emotional toolkit for autism spectrum disorder. [Citation Graph (, )][DBLP]


  30. Designing virtual peers for assessment and intervention for children with autism. [Citation Graph (, )][DBLP]


  31. Three-dimensional virtual learning environments for mediating social skills acquisition among individuals with autism spectrum disorders. [Citation Graph (, )][DBLP]


  32. Designing toys with automatic play characterization for supporting the assessment of a child's development. [Citation Graph (, )][DBLP]


  33. Semiotics artifacts, space and community: a case study on pinholes. [Citation Graph (, )][DBLP]


  34. Can ICT support inclusion?: evidence from multi-user edutainment experiences based on 3D worlds. [Citation Graph (, )][DBLP]


  35. Marginalized young people: inclusion through ICT. [Citation Graph (, )][DBLP]


  36. Interaction design for kid's technology-enhanced environmental education. [Citation Graph (, )][DBLP]


  37. Sensor-enabled detection of stereotypical motor movements in persons with autism spectrum disorder. [Citation Graph (, )][DBLP]


  38. A storytelling support system using robots and handheld projectors. [Citation Graph (, )][DBLP]


  39. Testing interactive products with the robot intervention method. [Citation Graph (, )][DBLP]


  40. Mocotos: mobile communications tools for children with special needs. [Citation Graph (, )][DBLP]


  41. Designing ThinkeringSpaces. [Citation Graph (, )][DBLP]


  42. Push-me, pull-me: describing and designing technologies for varying degrees of reflection and invention. [Citation Graph (, )][DBLP]


  43. Sketch-based educational games: "drawing" kids away from traditional interfaces. [Citation Graph (, )][DBLP]


  44. Youth as media art designers: workshops for creative coding. [Citation Graph (, )][DBLP]


  45. Living labs: driving innovation through civic involvement. [Citation Graph (, )][DBLP]


  46. Sampling young children's experiences with cultural probes. [Citation Graph (, )][DBLP]


  47. Designing an interactive spoken help application for preschool children. [Citation Graph (, )][DBLP]


  48. Using a mobile phone and a geobrowser to create multisensory geographic information. [Citation Graph (, )][DBLP]


  49. Handcrafted physical syntax elements for illetterate children: initial concepts. [Citation Graph (, )][DBLP]


  50. KEI-time traveler: visiting a past world with mobile phones to enhance learning motivation. [Citation Graph (, )][DBLP]


  51. Parents' views of the benefits claimed in educational toy advertising. [Citation Graph (, )][DBLP]


  52. LoRy: a locative story game to encourage playful and social learning. [Citation Graph (, )][DBLP]


  53. Web-based multi-player games to encourage flexibility and social interaction in high-functioning children with autism spectrum disorder. [Citation Graph (, )][DBLP]


  54. Camera for the invisible. [Citation Graph (, )][DBLP]


  55. Universal design for learning in science: more than multiple representations. [Citation Graph (, )][DBLP]


  56. Playing with the sound maker: do embodied metaphors help children learn? [Citation Graph (, )][DBLP]


  57. Broadening children's involvement as design partners: from technology to "experience". [Citation Graph (, )][DBLP]


  58. Tangible programming and informal science learning: making TUIs work for museums. [Citation Graph (, )][DBLP]


  59. PointAssist: helping four year olds point with ease. [Citation Graph (, )][DBLP]


  60. Breaking the sound barrier: designing an interactive tool for language acquisition in preschool deaf children. [Citation Graph (, )][DBLP]


  61. A modelling tool to support children making their ideas work. [Citation Graph (, )][DBLP]


  62. Creating mathematical artifacts: extending children's engagement with math beyond the classroom. [Citation Graph (, )][DBLP]


  63. Embodying scientific concepts in the physical space of the classroom. [Citation Graph (, )][DBLP]


  64. Tangicons: algorithmic reasoning in a collaborative game for children in kindergarten and first class. [Citation Graph (, )][DBLP]


  65. Huggy Pajama: a mobile parent and child hugging communication system. [Citation Graph (, )][DBLP]


  66. Key issues for the successful design of an intelligent, interactive playground. [Citation Graph (, )][DBLP]


  67. Comparing the creativity of children's design solutions based on expert assessment. [Citation Graph (, )][DBLP]


  68. How children's individual needs challenge the design of educational robotics. [Citation Graph (, )][DBLP]


  69. Escape machine: teaching computational thinking with a tangible state machine game. [Citation Graph (, )][DBLP]

NOTICE1
System may not be available sometimes or not working properly, since it is still in development with continuous upgrades
NOTICE2
The rankings that are presented on this page should NOT be considered as formal since the citation info is incomplete in DBLP
 
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for Data Engineering Laboratory, Department of Informatics, Aristotle University © 2002