Implementing Gamification for Blind and Autistic People with Tangible Interfaces, Extended Reality, and Universal Design for Learning: Two Case Studies
The present study investigates the use of gamification to foster commitment and engagement among users with disabilities. Two case studies demonstrating the application of gamification are provided. The first is the development of an application to teach a blind person Mexican currency, and the seco...
Main Authors: | , , , , , , , , |
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Format: | Article |
Language: | English |
Published: |
MDPI AG
2023-03-01
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Series: | Applied Sciences |
Subjects: | |
Online Access: | https://www.mdpi.com/2076-3417/13/5/3159 |