All Stories

  1. Creating AI-Generated Characters for Cultural Heritage and Learning
  2. Enhancing Text-Based Language Learning Games with Generative AI
  3. Commercial Video Games: Their Role in Depicting History, Archaeology, and Cultural Heritage
  4. Exploring ChatGPT's Role in Instructional Design: A Study on AI-Assisted Media Selection
  5. A systematic review of universal design in postsecondary education
  6. Practices and Considerations in the Design of Location-Based Games for Cultural Awareness
  7. The game-genre preferences of 1,950 South Korean mobile game players
  8. The cyber awareness of online video game players
  9. A systematic review of the use of prompting for preschoolers with developmental delay
  10. A systematic review of the use of prompting for preschoolers with developmental delay
  11. Cybercrime in online gaming
  12. A systematic review of universal design in postsecondary education
  13. The cyber awareness of online video game players
  14. Mitigating online threats while promoting scholarship through awareness-raising interventions
  15. Video modeling as an evidence-based practice for students with emotional and behavioral disorders
  16. A systematic review of empirically based universal design for learning for postsecondary students
  17. Gender differences in digital propensity and perceptions and preferences for digital and print text
  18. Perceptions and preferences of digital and print text and their role in predicting digital literacy
  19. The digital literacy of those with disabilities predicted by support needs and social maturity
  20. The online learning activities and learning style preferences of video game players and nonplayers
  21. Dimensions underlying assistive technology (AT) practices and quality of AT outcomes
  22. Problematic mobile game play: A modern pandemic or casual recreational pursuit?
  23. Video game behavior: An investigation of the relationship between personality and mobile game play
  24. Mobile Game Play Questionnaire
  25. Mitigating online threats while promoting scholarship through awareness-raising interventions
  26. Oral reading fluency as a predictor of silent reading fluency at secondary and postsecondary levels
  27. Examining the social lives of adolescent and young adult massively multiplayer online game players
  28. Eight factors consisting of 67 items related to assistive technology practices
  29. Assistive Technology Questionnaire
  30. Excessive massively multiplayer online game play as a marker of pathological video game dependence
  31. Assistive technology research, practice, and theory
  32. Addiction and high-engagement prevalence rates among South Korean adolescents and young adults
  33. Online Video Game Addiction Questionnaire
  34. Computer-mediated intersensory learning model for students with learning disabilities
  35. Digital literacy: Investigating digital propensity and information and communication technology
  36. Handbook of research on human cognition and assistive technology
  37. Digital Propensity Index (DPI)
  38. Ecological perspectives surrounding the design of self-determination-enhanced problem-based learning
  39. Relationships between teachers’ priorities, students’ achievements, and educational implementation
  40. Assistive technology practices: Latent dimensions of information and communication technology
  41. Simulation games in the promotion of social skills among children with autism spectrum disorders
  42. A 15 factor and 157 item checklist for assessing website usability and accessibility
  43. Assistive technology practices: Latent dimensions of information and communication technology
  44. Ecological perspectives surrounding the design of self-determination-enhanced problem-based learning
  45. Simulation games in the promotion of social skills among children with autism spectrum disorders
  46. Social skills development for children with autism spectrum disorders through storytelling games
  47. Millennials are digital natives? An investigation into digital propensity and age
  48. Human cognition in the design of assistive technology for those with learning disabilities
  49. Managing cognitive load in the design of assistive technology for those with learning disabilities
  50. Multimedia design of assistive technology for those with learning disabilities
  51. Social skills development for children with autism spectrum disorders through storytelling games
  52. Mobile game-based learning
  53. A quantitative examination of the characteristics describing the casual mobile game player
  54. A quantitative examination of the casual mobile game player in the context of age and gender
  55. Ecological perspectives surrounding the design of self-determination-enhanced problem-based learning
  56. Mobile games and learning
  57. Millennials are digital natives? An investigation into digital propensity and age
  58. Digital propensity: Investigating video game and information and communication technology practices
  59. The game-genre preferences of 1,950 South Korean mobile game players
  60. Mobile game-based learning