User-centred and evidence-based design of smart games for poor text comprehenders: the TERENCE experience Online publication date: Tue, 31-Mar-2015
by Fernando De la Prieta; Tania Di Mascio; Rosella Gennari; Ivana Marenzi; Pierpaolo Vittorini
International Journal of Technology Enhanced Learning (IJTEL), Vol. 6, No. 3, 2014
Abstract: More than 10% of children in the age range 7-11 turn out to be poor text comprehenders: they have difficulties in reasoning about events of a story. TERENCE is the first adaptive learning system with stories and companion smart games, for reasoning about stories, and developed for primary-school poor comprehenders. The development of TERENCE followed both the user-centred and the evidence-based design methodologies, by placing users at the centre of the development process and by choosing a design because of evidence of its effectiveness for the users. This paper presents the TERENCE smart games: it explains how such methodologies were used for iteratively designing and evaluating incrementally improved versions of the TERENCE smart games.
Existing subscribers:
Go to Inderscience Online Journals to access the Full Text of this article.
If you are not a subscriber and you just want to read the full contents of this article, buy online access here.Complimentary Subscribers, Editors or Members of the Editorial Board of the International Journal of Technology Enhanced Learning (IJTEL):
Login with your Inderscience username and password:
Want to subscribe?
A subscription gives you complete access to all articles in the current issue, as well as to all articles in the previous three years (where applicable). See our Orders page to subscribe.
If you still need assistance, please email subs@inderscience.com