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Title:      INCLUSIVE DIGITAL LEARNING THROUGH SERIOUS GAMES: A CLIPPING FOR INCLUSION
Author(s):      Paula Escudeiro, Dirceu Teixeira, Bruno Galasso, Nuno Neto and Flávio Costa
ISBN:      978-989-8533-88-3
Editors:      Miguel Baptista Nunes and Pedro Isaias
Year:      2019
Edition:      Single
Keywords:      Serious Games, Inclusive Games, Accessibility, Design Model for Inclusive Games, Development Methodologies for Inclusive Games, Assistive Technology
Type:      Full Paper
First Page:      219
Last Page:      226
Language:      English
Cover:      cover          
Full Contents:      click to dowload Download
Paper Abstract:      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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