2018 XIII Latin American Conference on Learning Technologies (LACLO) 2018
DOI: 10.1109/laclo.2018.00015
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Kimo - A Serious Game for Childhood and Juvenile Cancer Learning

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Cited by 2 publications
(3 citation statements)
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“…However, the work does not consider the use of mobile devices, different learning practices and the context of well-being. On the other hand, Feitosa et al [46] considered well-being and quality of life, using games. The focus of this work is to calm the child's nervousness and tension during cancer treatment procedures.…”
Section: Discussionmentioning
confidence: 99%
See 1 more Smart Citation
“…However, the work does not consider the use of mobile devices, different learning practices and the context of well-being. On the other hand, Feitosa et al [46] considered well-being and quality of life, using games. The focus of this work is to calm the child's nervousness and tension during cancer treatment procedures.…”
Section: Discussionmentioning
confidence: 99%
“…Regarding the use of digital games as a resource to work on patients' well-being and quality of life, Feitosa et al [46] proposed a digital game for Android tablets, providing learning about the procedure that is necessary in cancer situations. The game also was used as a way to calm the child's nervousness and tension [46].…”
Section: Introductionmentioning
confidence: 99%
“…Regarding the use of digital games as a resource to work on patients' well-being and quality of life, Feitosa et al [48] proposed a digital game for android tablets providing learning about the procedure that is necessary in cancer situation. The game also was used as a way to calm the child's nervousness and tension [48].…”
Section: Introductionmentioning
confidence: 99%