Computer games and aggressive behavior: a review of the literature
Educational Technology
Crossroads - Special issue on computer games
Constructive exploration of spatial information by blind users
Assets '00 Proceedings of the fourth international ACM conference on Assistive technologies
Using haptics in computer interfaces for blind people
CHI '01 Extended Abstracts on Human Factors in Computing Systems
ICT and Assistive Technology in Teachers Education and Training
ICCHP '02 Proceedings of the 8th International Conference on Computers Helping People with Special Needs
Computer and Inclusive Education - Introduction to the Special Thematic Session
ICCHP '02 Proceedings of the 8th International Conference on Computers Helping People with Special Needs
Computers in Entertainment (CIE) - Theoretical and Practical Computer Applications in Entertainment
Helping to avoid e-discrimination in UK tertiary education
CUU '03 Proceedings of the 2003 conference on Universal usability
Learning in massively multiplayer online games
ICLS '04 Proceedings of the 6th international conference on Learning sciences
How to make games for visually impaired children
Proceedings of the 2005 ACM SIGCHI International Conference on Advances in computer entertainment technology
Games for science and engineering education
Communications of the ACM - Creating a science of games
Science problem solving learning through mobile gaming
Proceedings of the 12th international conference on Entertainment and media in the ubiquitous era
Access invaders: developing a universally accessible action game
ICCHP'06 Proceedings of the 10th international conference on Computers Helping People with Special Needs
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In this study we evaluate how the use of audio-based technology can facilitate school integration of blind learners through the interaction with a science videogame. This experience consisted of designing and implementing The Natomy's Journey Game to be played by blind and sighted middle school students. The use of the videogame and its impact on the integration of blind learners into mainstream schools was also evaluated, through the participation of both teachers and learners. In the end, the goal was for blind learners to be able to interact and become socially integrated through active science video gaming and the application of specific science content. The results of this study provide initial data and evidence that the use of video games such as The Natomy's Journey Game can improve the process for the school integration of learners with visual disabilities.