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  2. Speech-generating device - Wikipedia

    en.wikipedia.org/wiki/Speech-generating_device

    Speech-generating devices ( SGDs ), also known as voice output communication aids, are electronic augmentative and alternative communication (AAC) systems used to supplement or replace speech or writing for individuals with severe speech impairments, enabling them to verbally communicate. [1] SGDs are important for people who have limited means ...

  3. Augmentative and alternative communication - Wikipedia

    en.wikipedia.org/wiki/Augmentative_and...

    An AAC aid is any "device, either electronic or non-electronic, that is used to transmit or receive messages"; such aids range from communication books to speech generating devices. Since the skills, areas of difficulty and communication needs of AAC users vary greatly, an equally diverse range of communication aids and devices is required.

  4. Competency dictionary - Wikipedia

    en.wikipedia.org/wiki/Competency_dictionary

    Competency dictionary. A competency dictionary is a tool or data structure that includes all or most of the general competencies needed to cover all job families and competencies that are core or common to all jobs within an organization (e.g., teamwork; adaptability; communication). They may also include competencies that are more closely ...

  5. Game accessibility - Wikipedia

    en.wikipedia.org/wiki/Game_accessibility

    Game accessibility. Within the field of human–computer interaction, accessibility of video games is considered a sub-field of computer accessibility, which studies how software and computers can be made accessible to users with various types of impairments. It can also include tabletop RPGs, board games, and related products.

  6. Assistive technology - Wikipedia

    en.wikipedia.org/wiki/Assistive_technology

    Assistive technology ( AT) is a term for assistive, adaptive, and rehabilitative devices for people with disabilities and the elderly. Disabled people often have difficulty performing activities of daily living (ADLs) independently, or even with assistance. ADLs are self-care activities that include toileting, mobility (ambulation), eating ...

  7. M-learning - Wikipedia

    en.wikipedia.org/wiki/M-learning

    M-learning, or mobile learning, is a form of distance education where learners use portable devices such as mobile phones to learn anywhere and anytime. The portability that mobile devices provide allows for learning anywhere, hence the term "mobile" in "mobile learning."

  8. Games and learning - Wikipedia

    en.wikipedia.org/wiki/Games_and_learning

    Games and learning. Games and learning is a field of education research that studies what is learned by playing video games, and how the design principles, data and communities of video game play can be used to develop new learning environments. Video games create new social and cultural worlds – worlds that help people learn by integrating ...

  9. What Video Games Have to Teach Us About Learning and Literacy

    en.wikipedia.org/wiki/What_Video_Games_Have_to...

    256. ISBN. 978-1403984531. What Video Games Have to Teach Us About Learning and Literacy is a book by James Paul Gee that focuses on the learning principles in video games and how these principles can be applied to the K-12 classroom. Video games can be used as tools to challenge players, when they are successful.