Accessible Adventures: Teaching Accessibility to High School Students Through Games
Fuente:
arXiv
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| Autori principali: | , , , , |
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| Natura: | Preprint |
| Pubblicazione: |
2024
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| Soggetti: | |
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| _version_ | 1866909219154821120 |
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| author | Zhou, Kyrie Zhixuan Liu, Chunyu Shan, Jingwen Kletenik, Devorah Adler, Rachel F. |
| author_facet | Zhou, Kyrie Zhixuan Liu, Chunyu Shan, Jingwen Kletenik, Devorah Adler, Rachel F. |
| contents | Accessibility education has been rarely incorporated into the high school curricula. This is a missed opportunity to equip next-generation software designers and decision-makers with knowledge, awareness, and empathy regarding accessibility and disabilities. We taught accessibility to students (N=93) in a midwestern high school through empathy-driven games and interviewed three Computer Science high school teachers and one librarian who taught programming. Accessibility education is currently insufficient in high school, facing challenges such as teachers' knowledge and conflicted curriculum goals. The students exhibited increased knowledge and awareness of accessibility and empathy for people with disabilities after playing the games. With this education outreach, we aim to provide insights into teaching next-generation software designers about accessibility by leveraging games. |
| format | Preprint |
| id |
arxiv_https___arxiv_org_abs_2406_04637 |
| institution | arXiv |
| publishDate | 2024 |
| record_format | arxiv |
| spellingShingle | Accessible Adventures: Teaching Accessibility to High School Students Through Games Zhou, Kyrie Zhixuan Liu, Chunyu Shan, Jingwen Kletenik, Devorah Adler, Rachel F. Human-Computer Interaction Computers and Society Accessibility education has been rarely incorporated into the high school curricula. This is a missed opportunity to equip next-generation software designers and decision-makers with knowledge, awareness, and empathy regarding accessibility and disabilities. We taught accessibility to students (N=93) in a midwestern high school through empathy-driven games and interviewed three Computer Science high school teachers and one librarian who taught programming. Accessibility education is currently insufficient in high school, facing challenges such as teachers' knowledge and conflicted curriculum goals. The students exhibited increased knowledge and awareness of accessibility and empathy for people with disabilities after playing the games. With this education outreach, we aim to provide insights into teaching next-generation software designers about accessibility by leveraging games. |
| title | Accessible Adventures: Teaching Accessibility to High School Students Through Games |
| topic | Human-Computer Interaction Computers and Society |
| url | https://arxiv.org/abs/2406.04637 |