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Accessibility and Gamification Applied to Cognitive Training and Memory Improvement.

, , , , , and . ICITS, volume 918 of Advances in Intelligent Systems and Computing, page 441-451. Springer, (2019)

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Other publications of authors with the same name

A Tool to Facilitate Including Accessible Content in Moodle to the Person with Visual Impairment., , , , , , and . DSAI, volume 14 of Procedia Computer Science, page 138-147. Elsevier, (2012)Blind Students' Learning Experiences-Challenges and Opportunities in Design for Inclusion., , , and . WorldCIST (1), volume 444 of Advances in Intelligent Systems and Computing, page 1097-1106. Springer, (2016)Accessibility and Gamification Applied to Cognitive Training and Memory Improvement., , , , , and . ICITS, volume 918 of Advances in Intelligent Systems and Computing, page 441-451. Springer, (2019)Brain Reality Gaming: Concepts, Advances and Current Challenges., and . AHFE (17), volume 1217 of Advances in Intelligent Systems and Computing, page 611-618. Springer, (2020)Deaf Students and Comic Hypermedia: Proposal of Accessible Learning Object., , , and . HCI (8), volume 8011 of Lecture Notes in Computer Science, page 133-142. Springer, (2013)Gamification in Education Through Design Thinking., , , and . HCI (17), volume 9747 of Lecture Notes in Computer Science, page 311-321. Springer, (2016)