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Nigel Robb
Nigel Robb
在 imc.hokudai.ac.jp 的电子邮件经过验证
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引用次数
引用次数
年份
People with disabilities leading the design of serious games and virtual worlds
Y Politis, N Robb, A Yakkundi, K Dillenburger, N Herbertson, ...
International Journal of Serious Games 4 (2), 63-73, 2017
452017
Virtual worlds and gamification to increase integration of international students in higher education: An inclusive design approach
B Zhang, N Robb, J Eyerman, L Goodman
International Journal of E-Learning & Distance Education/Revue …, 2017
362017
Participatory technology design for autism and cognitive disabilities: A narrative overview of issues and techniques
N Robb, B Boyle, Y Politis, N Newbutt, HJ Kuo, C Sung
Recent advances in technologies for inclusive well-being: virtual patients …, 2021
152021
Developing a task switching training game for children with a rare genetic syndrome linked to intellectual disability
N Robb, A Waller, KA Woodcock
Simulation & Gaming 50 (2), 160-179, 2019
152019
Designing inclusive learning for twice exceptional students in Minecraft
M O’Sullivan, N Robb, S Howell, K Marshall, L Goodman
International Journal of E-Learning & Distance Education/Revue …, 2017
142017
Parental intention to support the use of computerized cognitive training for children with genetic neurodevelopmental disorders
N Robb, J Northridge, Y Politis, B Zhang
Frontiers in Public Health 6, 381388, 2018
122018
Multisensory participatory design for children with special educational needs and disabilities
N Robb, M Leahy, C Sung, L Goodman
Proceedings of the 2017 conference on interaction design and children, 490-496, 2017
122017
The development of TASTER, a cognitive training game using human-centered design, tailored for children with global and specific cognitive impairments
N Robb, A Waller, K Woodcock
2015 7th International Conference on Games and Virtual Worlds for Serious …, 2015
82015
Current trends in technology and wellness for people with disabilities: an analysis of benefit and risk
HJ Kuo, C Sung, N Newbutt, Y Politis, N Robb
Recent Advances in Technologies for Inclusive Well-Being: Virtual Patients …, 2021
72021
A comparison of the effects of augmented reality N-Back training and traditional two-dimensional N-Back training on working memory
B Zhang, N Robb
SAGE Open 11 (2), 21582440211014507, 2021
52021
Immersion experiences in a tablet-based markerless augmented reality working memory game: randomized controlled trial and user experience study
B Zhang, N Robb
JMIR serious games 9 (4), e27036, 2021
42021
Emerging educational technologies for cross-cultural collaboration: current perspectives and future directions
B Zhang, N Robb, L Goodman
Proceedings of the 10th EAI International Conference on Simulation Tools and …, 2017
22017
Attitudes and habits regarding brain training applications and games among Japanese consumers: a preliminary cross-sectional study
N Robb
F1000Research 10 (45), 45, 2023
12023
Performance-Based Dynamic Difficulty Adjustment and Player Experience in a 2D Digital Game: A Controlled Experiment
N Robb, B Zhang
Acta Ludologica 5 (1), 4-22, 2022
12022
Case studies of users with neurodevelopmental disabilities: Showcasing their roles in early stages of VR training development
Y Politis, N Newbutt, N Robb, B Boyle, HJ Kuo, C Sung
Recent Advances in Technologies for Inclusive Well-Being: Virtual Patients …, 2021
12021
Attitudes and habits regarding brain training games and apps in Japan [Data set].
N Robb
(No Title), 0
1
Factors Affecting Expectations of Computerized Cognitive Training Programs: A Pilot Study
N Robb
2024 12th International Conference on Information and Education Technology …, 2024
2024
Championing Inclusion and Diversity: Inclusive Design Practices and Approaches for Education
N Robb, Y Politis, FH Boot
Frontiers in Education 8, 1234892, 2023
2023
Attitudes and habits regarding brain training applications and games among Japanese consumers: a cross-sectional study
N Robb
2021
Attitudes and habits regarding brain training games and apps in Japan
N Robb
OSF, 2021
2021
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