共 50 条
- [3] Using Gamification Based on Mobile Platform in Therapeutic Interventions for Children with Dyslexia [J]. INTERNET OF THINGS, INFRASTRUCTURES AND MOBILE APPLICATIONS, 2021, 1192 : 814 - 824
- [4] Using Gamification to Motivate Students with Dyslexia [J]. 34TH ANNUAL CHI CONFERENCE ON HUMAN FACTORS IN COMPUTING SYSTEMS, CHI 2016, 2016, : 969 - 980
- [5] Dyslexia a Myth or Reality: Identification of Dyslexia in School Children of Grade Fourth and Fifth [J]. FWU JOURNAL OF SOCIAL SCIENCES, 2014, 8 (01): : 1 - 9
- [6] AiRO - an Interactive Learning Tool for Children at Risk of Dyslexia [J]. LREC 2022: THIRTEEN INTERNATIONAL CONFERENCE ON LANGUAGE RESOURCES AND EVALUATION, 2022, : 4631 - 4636
- [8] Risk Factors of Dyslexia in Pre-School Children [J]. SOCIETY, INTEGRATION, EDUCATION, 2015, VOL III, 2015, : 238 - 247
- [9] GAMIFICATION AT SCHOOL [J]. 9TH INTERNATIONAL CONFERENCE ON EDUCATION AND NEW LEARNING TECHNOLOGIES (EDULEARN17), 2017, : 9334 - 9340
- [10] Evaluating the use of gamification in mathematics learning in primary school children [J]. 2018 IEEE FRONTIERS IN EDUCATION CONFERENCE (FIE), 2018,