Video Games and Accessibility

2022 ◽  
pp. 1256-1264
Author(s):  
Eugenia Treglia ◽  
Angela Magnanini ◽  
Gianni Caione

This essay aims, through a hermeneutic-argumentative approach, to present some ideas for inclusive teaching, starting with an educational re-evaluation of video games, for years considered a mere form of entertainment. Their use as educational mediators is a useful response to the needs of a school that is increasingly aware of the educational needs of all pupils. Through the recovery of the recreational dimension and the Accessibility paradigm, it is possible to offer teachers guidance and design insights in order to create educational itineraries of inclusion, finding in video games a possible tool capable of engaging the class in common activities, on the basis of equal opportunities and active participation, additionally for the development of digital skills.

Author(s):  
Eugenia Treglia ◽  
Angela Magnanini ◽  
Gianni Caione

This essay aims, through a hermeneutic-argumentative approach, to present some ideas for inclusive teaching, starting with an educational re-evaluation of video games, for years considered a mere form of entertainment. Their use as educational mediators is a useful response to the needs of a school that is increasingly aware of the educational needs of all pupils. Through the recovery of the recreational dimension and the Accessibility paradigm, it is possible to offer teachers guidance and design insights in order to create educational itineraries of inclusion, finding in video games a possible tool capable of engaging the class in common activities, on the basis of equal opportunities and active participation, additionally for the development of digital skills.


2019 ◽  
Vol 13 ◽  
pp. 366-370
Author(s):  
Michalina Gryniewicz-Jaworska

 Currently, digital skills have become an important factor for the development and active participation in today's information society. The article describes innovative IT methods and tools used in the education process. New technologies and new methods of conducting classes form the basis of today's education. Traditional methods have been replaced by digital tools that are perfect at the stage of educating school pupils in IT profiles, preparing them for vocational exams.


Author(s):  
Laila M. Abo Alola

The study aimed at proposing a strategy for developing the leadership practice in Taif University through wise governance. The study population included all faculty members at the Taif University which represented -1358- members. A questionnaire was administered tostudy a randomized sample which consist of -321- faculty members which represented -24%- of the study population. The findings showed that faculty members perceived the degree of practicing good governance generally as moderate. Also, the results showed statistically significant differences between the degree of importance and the degree of leadership practice through good governance. There were no statistically significant differences according to gender, but there were statistically significant differences according to academic rank in favor of the higher academic rank only in the following three dimensions of leadership practice through good governance: transparency, active participation, and accountability. In light of these results, a strategy was proposed which implied a number of recommendations, including: Application of the proposed strategy, spreading the culture of accountability, and providing equal opportunities for participation in decision-making for both men and women's departments. 


2011 ◽  
pp. 192-206
Author(s):  
Stephenie Hewett

This chapter examines the differences in the educational needs of males, the origins of video games, and the issue of the decline in literacy achievement levels of male students worldwide. It promotes the idea that a new literacy which includes computer technology and visual literacy has changed the scope of literacy and that males have succeeded at developing the new literacy skills. The chapter is intended to inform educators of the literacy skills involved in video games, make connections with video game literacy and traditional literacy, and to encourage teachers to integrate video games into their curriculum.


2021 ◽  
pp. 87-112
Author(s):  
Cecilia Sayad

This chapter discusses the ways in which horror stories and creatures invade the space of spectators and players in gimmick horror screenings, experiential cinema, and video games—including those using augmented and virtual reality technologies. It considers films and games that engage the space of viewing and playing—the augmented auditorium, which augments the experience of the horror tales by inviting active participation and providing a sensorial experience beyond seeing and hearing (involving drafts, smells, motion). Case studies include William Castle’s gimmick horror films of the 1950s and ’60s, contemporary Secret Cinema screenings, and a variety of survival horror games.


Author(s):  
Stephenie Hewett

This chapter examines the differences in the educational needs of males, the origins of video games, and the issue of the decline in literacy achievement levels of male students worldwide. It promotes the idea that a new literacy which includes computer technology and visual literacy has changed the scope of literacy and that males have succeeded at developing the new literacy skills. The chapter is intended to inform educators of the literacy skills involved in video games, make connections with video game literacy and traditional literacy, and to encourage teachers to integrate video games into their curriculum.


2013 ◽  
Vol 221 (2) ◽  
pp. 79-89 ◽  
Author(s):  
Kevin Durkin ◽  
James Boyle ◽  
Simon Hunter ◽  
Gina Conti-Ramsden

Almost all children play video games at some point and many play regularly. Not only are games ubiquitous in children’s leisure environments but the motivational and skill-enhancing potentialities of this technology are being exploited increasingly in education. Good quality games, which are challenging, instructive, and absorbing, can make learning enjoyable and effective. But is this the case for children who struggle in school? This paper reviews the emerging literature on video game uses by children with special educational needs. With reference to both entertainment games and “serious” games, we consider (i) the implications of developmental and learning disabilities for game play, (ii) the potential of games to address special cognitive and educational needs, and (iii) the social potential of game play. Gaps in current knowledge are identified and directions for future research are outlined.


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