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The INTELed pedagogical framework: Applying embodied digital apps to support special education children in inclusive educational contexts

Published: 25 June 2019 Publication History
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  • Abstract

    The theories of embodied cognition and embodied learning have attracted the attention of researchers and practitioners due to the new possibilities opened up by the emergence of embodied digital learning games. The integration of embodied theories and games to special education has been relatively intense in the last years, but their introduction in inclusive educational contexts is yet scarce. The INTELed project aims at fulfilling this gap, by supporting in-service teachers in acquiring knowledge and skills to use embodied digital learning games to address the needs of special education children in inclusive educational contexts. This paper presents the work conducted at the outset of the INTELed project, aiming at establishing the pedagogical framework with the main components underlying the project.

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    Cited By

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    • (2023)Improving students’ learning performance through Technology-Enhanced Embodied Learning: A four-year investigation in classroomsEducation and Information Technologies10.1007/s10639-022-11466-x28:9(11051-11074)Online publication date: 13-Feb-2023
    • (2023)A Systematic Mapping Review of Research Concerning the Use of Games in Teacher TrainingSmart Learning Ecosystems as Engines of the Green and Digital Transition10.1007/978-981-99-5540-4_14(233-245)Online publication date: 27-Sep-2023
    • (2021)Comparing a digital and a non-digital embodied learning intervention in geometry: can technology facilitate?Technology, Pedagogy and Education10.1080/1475939X.2021.1874501(1-19)Online publication date: 18-Feb-2021
    • Show More Cited By

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    1. The INTELed pedagogical framework: Applying embodied digital apps to support special education children in inclusive educational contexts

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        cover image ACM Other conferences
        Interacción '19: Proceedings of the XX International Conference on Human Computer Interaction
        June 2019
        296 pages
        ISBN:9781450371766
        DOI:10.1145/3335595
        Permission to make digital or hard copies of all or part of this work for personal or classroom use is granted without fee provided that copies are not made or distributed for profit or commercial advantage and that copies bear this notice and the full citation on the first page. Copyrights for components of this work owned by others than ACM must be honored. Abstracting with credit is permitted. To copy otherwise, or republish, to post on servers or to redistribute to lists, requires prior specific permission and/or a fee. Request permissions from [email protected]

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        Association for Computing Machinery

        New York, NY, United States

        Publication History

        Published: 25 June 2019

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        Author Tags

        1. Embodied learning
        2. Inclusive Education
        3. Special Education Needs
        4. Tangible Interfaces
        5. Teacher training

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        • Short-paper
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        Interacción 2019

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        Interacción '19 Paper Acceptance Rate 62 of 90 submissions, 69%;
        Overall Acceptance Rate 109 of 163 submissions, 67%

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        Cited By

        View all
        • (2023)Improving students’ learning performance through Technology-Enhanced Embodied Learning: A four-year investigation in classroomsEducation and Information Technologies10.1007/s10639-022-11466-x28:9(11051-11074)Online publication date: 13-Feb-2023
        • (2023)A Systematic Mapping Review of Research Concerning the Use of Games in Teacher TrainingSmart Learning Ecosystems as Engines of the Green and Digital Transition10.1007/978-981-99-5540-4_14(233-245)Online publication date: 27-Sep-2023
        • (2021)Comparing a digital and a non-digital embodied learning intervention in geometry: can technology facilitate?Technology, Pedagogy and Education10.1080/1475939X.2021.1874501(1-19)Online publication date: 18-Feb-2021
        • (2020)Developing, Enacting and Evaluating a Learning Experience Design for Technology-Enhanced Embodied Learning in Math ClassroomsTechTrends10.1007/s11528-020-00543-y65:1(38-50)Online publication date: 15-Aug-2020
        • (2020)Teachers’ Adoption of Embodied Learning Digital Games with an Inclusive Education Approach: Lessons Learnt from the INTELed Project in SpainLearning and Collaboration Technologies. Human and Technology Ecosystems10.1007/978-3-030-50506-6_18(241-253)Online publication date: 10-Jul-2020
        • (2020)A Co-design Approach for the Development and Classroom Integration of Embodied Learning AppsLearning and Collaboration Technologies. Human and Technology Ecosystems10.1007/978-3-030-50506-6_16(217-229)Online publication date: 10-Jul-2020
        • (2019)Investigating Immersion and Learning in a Low-Embodied versus High-Embodied Digital Educational Game: Lessons Learned from an Implementation in an Authentic School ClassroomMultimodal Technologies and Interaction10.3390/mti30400683:4(68)Online publication date: 12-Oct-2019

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