- Digital Accessibility for Disabilities
- Assistive Technology in Communication and Mobility
- Technology Use by Older Adults
- Migration, Policy, and Dickens Studies
- Cultural History and Identity Formation
- Educational Games and Gamification
- Innovative Approaches in Technology and Social Development
- Dutch Social and Cultural Studies
- Technology-Enhanced Education Studies
- Philippine History and Culture
- Disability Education and Employment
- Tactile and Sensory Interactions
- Persona Design and Applications
- Higher Education Learning Practices
- Business Strategies and Innovation
- Business Process Modeling and Analysis
- European Law and Migration
- Innovation and Socioeconomic Development
- Criminal Law and Evidence
- Mobile Learning in Education
- Digital literacy in education
- Generational Differences and Trends
- Historical Geopolitical and Social Dynamics
- Social Robot Interaction and HRI
- Data Visualization and Analytics
Marie Curie Association
2010-2011
In this paper some experiences are described, from requirements gathering to design and implementation, in the European project "Intelligent Serious Games for Social Cognitive Competence". The main goal of is develop serious games social cognitive competence children with learning difficulties. aim these teach youth mild disabilities about skills, basic key skills work skills. Using interactive mobile 3D simulations helps integration personal development youth. uses so that teaching becomes...
The presented research focused on developing and testing an innovative interdisciplinary STEM didactic model. developed model was introduced in the field of eco-farming. To participants, it offers possibility for non-formal training, which can take place anywhere anytime. Participants require some knowledge subjects (especially chemistry biology) as well ecology, technology, engineering, order to provide answers solutions environmental challenges while using mathematics combinatorics...
The paper examines how a gamification approach can enhance and enrich the learning experience of personal care givers (PCGs) for people with disabilities older (potential or in active employment). Using game elements that pervade M-Care mobile PCG training application, users are given opportunity to self-assess their newly acquired knowledge through rewards system they motivated follow further courses. gamified is embedded broader educational logic including an extensive curriculum...
ATLEC mobile application is a training and educational software targeted to people of all ages, including those with special needs disadvantaged groups, regardless their socio-economic background. offers four different ways accessing learning material about Assistive Technology products based on Information Communications Technologies (ICT-AT): context search (wizard situational parameters), free search, personalised list favorites. Users are also able upload own content demonstrate/teach...
Digitalization has transformed all aspects of life, from social interactions to the working environment and education, something that accelerated with emergence COVID-19. The same stands for education training activities, where use digital tools been gradually advancing become merely online because virus. This brought forth need discuss further applications, benefits, challenges within framework process, study examples successful applications. aims support both these requirements by...