Title:
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INCLUSIVE DIGITAL LEARNING THROUGH SERIOUS
GAMES: A CLIPPING FOR INCLUSION |
Author(s):
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Paula Escudeiro, Dirceu Teixeira, Bruno Galasso, Nuno Neto and Flávio Costa |
ISBN:
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978-989-8533-88-3 |
Editors:
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Miguel Baptista Nunes and Pedro Isaias |
Year:
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2019 |
Edition:
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Single |
Keywords:
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Serious Games, Inclusive Games, Accessibility, Design Model for Inclusive Games, Development Methodologies for
Inclusive Games, Assistive Technology |
Type:
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Full Paper |
First Page:
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219 |
Last Page:
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226 |
Language:
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English |
Cover:
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Full Contents:
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click to dowload
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Paper Abstract:
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Serious games have a great potential to help people developing new skills or improving previously existing ones. Deaf and
blind community face considerable challenges and difficulties regarding to the acquisition of skills in literacy. The design
of serious games to meet the needs of the target groups where the deaf and blind people are struggling to master literacy
would therefore seem to offer a very considerable contribution. With this project, not only we are promoting the knowledge
for this restricted community, but we are also encouraging other people to learn and become able to better understand this
communities. Therefore, this article aims to discuss the use of serious games for deaf and blind people, as well as illustrate
the development methodology of inclusive serious games by presenting specific concepts for each target audience. We
have used the cognitive model proposed by Mayer (2005) to describe some fundamental principles behind multimedia
learning, defined from his theory and based on the evidences that are essential for the elaboration of serious games for deaf
and blind people. We hope that the games developed, and guidelines provided will help game designers to achieve
successful implementation in inclusive games. |
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