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Gamif ication and accessibility

机译:Gamif ication和可访问性

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摘要

Purpose - The purpose of this paper is to explore the issue of access to digital technology by using the lens of accessibility as set forth by the Rehabilitation Act of 1973 and the American Disabilities Act (ADA) of 1990. More specifically, this paper focuses on gamification, considers the needs of all learners, including those who identify as disabled, and raises important inquiries about equity and access to technological instructional materials. Design/methodology/approach - Juxtaposing Kapp's (2012) nine elements of gamification with aspects of accessibility, this paper conceptualizes the challenges and possibilities associated with gamified instructional approaches. Findings - This paper examines gamification in light of potential barriers that exist as disabled learners navigate online courses that include one or more of the following aspects of gamification - game-based, mechanics, aesthetics, game-thinking, engage, people, motivate action, promote learning, and solve problems. Notably, online courses enhanced with gamification elements present potential access barriers and challenges to learners who identify with auditory, cognitive, neurological, physical, speech, or visual disabilities. Research limitations/implications - This paper initiates an important discussion, and as such, it incepts additional investigations into supporting differently abled learners. Practical implications - By examining gamification through the lens of accessibility, this paper contributes yet another perspective of teaching, learning, and instructional design. Originality/value - In addition to socio-economic factors that may preclude one from engaging in a digital play, there is a larger question of how, if at all, gamification is accessible to learners with auditory, cognitive, neurological, physical, speech, or visual disabilities or impairments. This paper raises important questions for educators, education researchers, and game and instructional designers alike to ensure ubiquitous access to gamified digital materials in general, and online, gamified materials in particular.
机译:目的——本文的目的是探索进入数字技术的问题使用设定的可访问性的镜头1973年的康复法案和美国1990年残疾法案》(ADA)。具体来说,本文主要关注游戏化,认为所有学习者的需要,包括那些残疾人的身份,和提高重要的询问股本和访问技术教学材料。设计/方法/方法——对比了卡普的(2012) 9个元素方面的游戏化的可访问性,本文总结挑战和可能性gamified教学方法。本文考察了游戏化的作为残疾人存在的潜在障碍学习者导航在线课程,包括一个或更多的游戏化的以下方面——基于游戏、力学、美学、game-thinking,接触人,激励行动,促进学习,解决问题。在线课程增强游戏化元素存在障碍和潜在的访问挑战学习者认同的人听觉、认知、神经、物理、演讲,或视觉障碍。——本文开始限制/影响一个重要的讨论,因此,它接收额外的调查支持残疾的学习者。影响——通过检查游戏化可访问性的镜头,本文的贡献另一个视角的教学,学习,和教学设计。除了社会经济因素阻止一个从事数字游戏,有一个更大的问题的,如果有的话,学习者游戏化访问听觉、认知、神经、物理、演讲,或视觉障碍或障碍。本文提出了一些重要问题教育者、教育研究人员,和游戏教学设计者都保证无处不在的访问gamified数字材料一般来说,和在线,gamified材料特定的。

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