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Tag: special education


Nottingham Trent University, Nottingham
October 2016

The aim of ITAG is to bring together academics, developers, beneficiaries and practitioners to explore interactive technologies and innovate within the areas of Education, Health and Disability. ITAG will consist of 5 strands:

- Academic conference: We have a particular focus on the use of gaming hardware and software to implement accessible solutions, interaction design using new input/output devices and the increasing impact of ubiquitous computing on our everyday well-being. We especially want to bring together practitioners with researchers, for their mutual benefit; you don’t have to be a technical expert to benefit from this conference! The conference provides an excellent opportunity to showcase practice and to mainstream research ideas and outcomes. It introduces a wider audience to key findings and products from research and illustrates how practice feeds back into and informs research. The conference creates a forum for two-way communication between the academic and practitioner communities.

- Community partner afternoon: engaging sessions from local practitioners demonstrating the impact of academic research on areas such as stroke rehabilitation, special education, mental health, clinicians, physical rehabilitation and accessibility.

- Practical workshops: workshops will be organised to explore various games, creating an interactive experience with the originators/developers.

- Exhibition: An exhibition space will be available for demonstrations and posters, and will be embedded in the conference and workshops area.

- Hackathon: several teams consisting of developers, designers and special education trainers will compete with each other to use various technologies (Android based games, Flash Games, Games Mods, XNA) to develop an educational application in just two days. The winner will take home a £250 prize award.
As guidance to participants on scope of papers and activities we state that: ‘Education’ includes both compulsory and post-compulsory education; ‘Disability’ includes physical, sensory and cognitive impairment; and the impact of interactive technologies and games on health and well-being is also a focus of this conference.  An emphasis is placed on practical applications and guides to where currently available training resources and tools can be found and used.  A selection of papers will be published electronically in full and presentations will be limited to 20 minutes for the key findings allowing time for questions from the floor.
Proceedings and Publication opportunities
Authors of successful ITAG15 papers can choose to submit to one of the following publications:

1. Journal of Assistive Technologies
The Journal of Assistive Technologies is published by Emerald. The journal is abstracted and indexed in: CINAHL, CPA’s AgeInfo, CPA’s New Literature on Old Age, EBSCO Abstracts in Social Gerontology, EBSCO Academic Search alumni/Complete/Elite/ Premier, Illustrata, Social Care Online, and Scopus.
If ITAG delegates choose to submit a paper to the Journal of Assistive Technologies (JAT), they should do so using ScholarOne Manuscripts at the Journal article submission site: Journal article submission site

Those submitting should pay particular attention to the Author Guidelines linked from this page, in order to ensure that papers meet the requirements regarding maximum length, referencing style and other issues. All papers submitted to JAT are double-blind peer-reviewed. Any further questions can be answered by the Editor: Chris Abbott –

2. IEEE-XploreTM
A digital library which delivers full text access to the world’s highest quality technical literature in engineering and technology. The papers will be reviewed for technical merit and content and the accepted papers will appear in the proceedings, to be published by CPS. Publication templates are available for LaTeX and MS Word.

Authors will be informed of how to submit to the above publications in the acceptance notifications sent in July.
Previous special issues and publications have included:
• Journal of Assistive Technologies – Volume 3, issue 2, June 2009 (ITAG 2008 selected papers)
• Computers and Education – Volume 56, issue 1 (ITAG 2009 selected papers)
• International Journal of Games Based Learning – Volume 1, issue 4, 2011 (ITAG 2010 selected papers)
• Journal of Assistive Technologies – Volume 6 issue 3 (ITAG 2011 selected papers)
• International Journal of Game-Based Learning (ITAG12 selected papers)
• Journal of Assistive Technologies (ITAG13 selected papers)
• IEEE-XploreTM (ITAG14 selected papers)
• IEEE-XploreTM (ITAG15 selected papers)

Themes and topics

The conference encourages multidisciplinary papers and examples of themes and topics include (but don’t let this restrict you):

The conference encourages multidisciplinary papers. Examples of themes and topics include (but don’t let this restrict you):

Games and Education
• Serious Games for health scenarios
• Learning and instructional theory for games-based learning
• Serious games and community /cultural awareness
• Virtual environments for health
• Evaluation and future of games-based learning
• The psychology of serious games
• Hardware development for serious games
• Use of mobile games for learning

Assistive Technologies
• Human – Robot Interaction
• Quality of Life Technologies
• Mobile and Wearable Systems
• Applications to improve health and wellbeing of children and elderly
• Brain Computer Interfaces

Games and Psychology
• Psychology of games
• Motivations for playing (e.g., player typology)
• Video games’ psychosocial implications (e.g., gaming addiction, behavioural change, use of VR)
• Psychology of game design (e.g., immersion, realism, reward system)
• Player identity (e.g., clans and groups affiliation, avatar embodiment)

Those wishing to present papers, or hold a workshop should prepare abstracts to a maximum of 500 words and for those hoping to exhibit or produce a poster, a 300-word abstract is required.
The deadline for submissions is Friday 6 May 2016 and abstracts should be submitted via the ITAG Easychair submission page.
Final copies of accepted papers will be required in advance of the Conference.

Key dates:
Abstract submission deadline                                         Friday 6 May 2016
Full paper submission deadline                                      Monday 1 June 2015
Acceptance notification                                                     Friday 3 July 2015
Camera-ready and author registration deadline     Monday 27 July 2015

We aim to keep the conference delegate rate to a minimum and also offer concessionary rates. Online booking will be available from May onwards.

Are you a professional involved in (inclusive / special) education, family of a child with learning difficulties / disabilities, working for social services, medical centre/authority, health care organization, social care organization, or a policy maker? Then this project and the survey could be of interest to you.

The 3-year project “Intelligent Serious Games for Social and Cognitive Competences” targets children and youth with learning difficulties / disabilities, teaching them on creativity and social competencies, using serious desktop and mobile games. In order to better define our work, we rely on your experiences. We kindly invite you to complete following questionnaire if applicable to you:

- English:

- Slovenian:

- Hungarian:

- Bulgarian:

- Dutch:

All outcomes (training material, desktop and mobile games) of this project will be freely available in English, Slovenian, Turkish, Dutch, Bulgarian and Hungarian at the end of the project (August 2018).

Thank you in advance for your contribution,

ISG for Competence project team

This project (Intelligent Serious Games for Social and Cognitive Competence – 2015-1-TR01-KA201-022247) has been funded with support from the European Commission. This communication reflects the views only of the author, and the Commission cannot be held responsible for any use which may be made of the information contained therein.

Logo of ViPi project

Logo of ViPi project

PhoenixKM (Belgium) coordinates the ViPi project that aims to provide a “one-stop-shop” interactive portal & learning environment, targeted towards trainers and trainees, with particular attention towards people with disabilities. The project partnership brings together organizations and companies from Belgium, Cyprus, Greece, UK and Lithuania.
BELGIUM, BRUSSELS – 26 January 2011 – An estimated 45 million people in Europe have a long-standing health problem or disability (LSHPD), being 16% of men and women aged 16-64 in the EU as a whole (2002 EU Labour Force Survey (LFS) and the 2004 EU Statistics on Incomes and Living Conditions).
33% of the people with LSHPD are not restricted in the kind or amount of work they could do or their mobility to and from work. Figures vary largely across EU members (10-50%).
This difference is directly linked to the level of prosperity and the assistance available. Of those that are considerably restricted in their ability to work, 28% were in employment, while for those that are not restricted in their ability to work, this is estimated at 68%.
Today the fast development of Information and Communication Technologies (ICT) provides alternative and creative solutions for the employment of people with disabilities. Recent studies conducted by various projects such as ACCESSIBLE and AEGIS have highlighted that people with disabilities (PwD) can benefit enormously from digital competences which are core life and employability skills (see Lisbon Objectives). However, same and other studies revealed also that the main barrier is the lack of specific training support or material. In addition to that, a number of other skills such as literacy and numeracy skills equally form a potential barrier towards employment of PwD.
ViPi project envisages fulfilling the gap of accessible and flexible training, designed to meet the specific needs of people with disabilities, as well as the trainers themselves.
ViPi project will develop an interactive online platform where people with disabilities can access a wide variety of ICT training courses and serious games for acquiring ICT skills, while trainers will be able to upload and download specific learning objects, using a semantically enriched environment to improve the searchability, thus increasing the relevance of the results obtained.
ViPi platform will comprise a virtual collaborative learning environment for people with disabilities and their trainers to interact, providing a vast repository of learning objects (LOs) that focus on basic ICT literacy. This will allow people with disabilities to grasp these core skills and become able to enter or sustain their employment in the regular labour market. The platform will be enriched with intuitive and accessible mobile and Internet/PC based educational/serious games. Additionally, also a mobile Android based social application linked with ViPi platform will be deployed.
Furthermore, ViPi will also develop a customized and localized curriculum on ICT skills and training, with various additional training materials (different formats), and a trainer handbook. All project outcomes will initially be available in Dutch, English, Greek and Lithuanian languages.
The Project partnership consists of Steficon (Greece), Hypertech (Greece), Hiteco (Lithuania), Nottingham Trent University (the UK), and EuroCy Innovations Ltd. (Cyprus), while the Project Coordinator is PhoenixKM (Belgium). More information can be found on and
The ViPi KA3 LLL project has been partially funded under the Lifelong Learning program, subprogramme KA3 ICT.