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Enhancing phonological awareness in children with dyslexia: application based on a computer learning game environment.

, , , and . REHAB, page 121-124. ACM, (2016)

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Computational Thinking and Down Syndrome: An Exploratory Study Using the KIBO Robot., , , , , , and . Informatics, 6 (2): 25 (2019)Exploring the Benefits of Using Gamification and Videogames for Physical Exercise: a Review of State of Art., , and . IJIMAI, 5 (2): 46-52 (2018)Design and analysis of collaborative interactions in social educational videogames., , , and . Computers in Human Behavior, (2014)Serious games for rehabilitation: Gestural interaction in personalized gamified exercises through a recommender system., , , and . Journal of Biomedical Informatics, (2019)Enhancing phonological awareness in children with dyslexia: application based on a computer learning game environment., , , and . REHAB, page 121-124. ACM, (2016)Methods and techniques for evaluating the emotional experiences of children with active videogames., and . Interacción, page 16:1-16:2. ACM, (2015)Evaluation of UX in Geolocated Serious Games with AR., , and . Interacción, page 2. ACM, (2016)Sección Especial Campus Virtuales.. IEEE-RITA, 7 (4): 211-212 (2012)Educational Inclusion Through ICT., , and . Rev. Iberoam. de Tecnol. del Aprendiz., 16 (4): 352-354 (2021)Gamification: a systematic review of design frameworks., , , and . J. Computing in Higher Education, 29 (3): 516-548 (2017)