Accessible Adventures: Teaching Accessibility to High School Students Through Games

Fuente: arXiv
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Autori principali: Zhou, Kyrie Zhixuan, Liu, Chunyu, Shan, Jingwen, Kletenik, Devorah, Adler, Rachel F.
Natura: Preprint
Pubblicazione: 2024
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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