Accessibility of Educational Games and Game-Based Approaches to People with Learning and Physical Disabilities: A Systematic Literature Review

Date
2024-01-03
Authors
Hassan, Lobna
Contributor
Advisor
Department
Instructor
Depositor
Speaker
Researcher
Consultant
Interviewer
Annotator
Journal Title
Journal ISSN
Volume Title
Publisher
Volume
Number/Issue
Starting Page
1608
Ending Page
Alternative Title
Abstract
Games and game-based approaches to education have become a part of most online and offline learning. They are thought to engage students and facilitate effective learning. These technologies, nonetheless, are often inaccessible to people with disabilities such as learning, auditory, visual, or cognitive impairments. In this paper, I ask: what is the state of the art of academic research on accessibility of game-based education to people with disabilities? What needs research and development to make sure no student is left behind? This literature study of research published between 2016 and 2020 (66 manuscripts) shows that researchers are directing relatively less attention towards motor and auditory accessibility. Research investigating the use of accessible solutions by people with and without disabilities simultaneously, in the same setting is needed. Emerging technology, such as AR & VR need attention and the range of stakeholders involved in this research needs expansion.
Description
Keywords
Services for All: Inclusion, Accessibility, and Diversity, disability, educational games, gamification, learning difficulties, serious games
Citation
Extent
10 pages
Format
Geographic Location
Time Period
Related To
Proceedings of the 57th Hawaii International Conference on System Sciences
Table of Contents
Rights
Attribution-NonCommercial-NoDerivatives 4.0 International
Rights Holder
Local Contexts
Email libraryada-l@lists.hawaii.edu if you need this content in ADA-compliant format.