Related papers: POINTS -- Playful objects for inclusive, personali…
Engagement in educational games, a recently popular academic topic, has been shown to increase learning performance, as well as a number of attitudinal factors, such as intrinsic interest and motivation. However, there is a lack of research…
We argue that there is a need for Accessibility to be represented in several important domains: - Capitalize on the new capabilities AI provides - Support for open source development of AI, which can allow disabled and disability focused…
Uncertainty is widely acknowledged as an engaging gameplay element but rarely used in exergames. In this research, we explore the role of uncertainty in exergames and introduce three uncertain elements (false-attacks, misses, and critical…
Dance teachers rely primarily on verbal instructions and visual demonstrations to convey key dance concepts and movement. These techniques, however, have limitations in supporting students who are blind or have low vision (BLV). This work…
Motor challenges are prevalent among autistic children, and games are able to simultaneously produce clinically meaningful results and provide a motivating context, but many current solutions are too rigid. We conducted a two-phase…
Recent discoveries in VR have opened up scope for designing physical tools and controllers to enhance immersion, through perceived reality. In a virtually simulated sports scenario it is challenging to immerse user because most of the…
The advancement of technology has progressed faster than any other field in the world and with the development of these new technologies, it is important to make sure that these tools can be used by everyone, including people with…
Mainstream games are typically designed around the visual experience, with behaviors and interactions highly dependent on vision. Despite this, blind people are playing mainstream games while dealing with and overcoming inaccessible…
As blind and low-vision (BLV) players engage more deeply with games, accessibility features have become essential. While some research has explored tools and strategies to enhance game accessibility, the specific experiences of these…
Navigation in new or unknown environments is vital, especially for visually impaired individuals. While many solutions exist, few are tailored to specific disabilities, often due to limited collaboration with handicap users in the design…
Accessibility of websites for visually impaired persons is mishandled by screen readers which are not always adapted to interactivity needed by actual web/multimedia technologies. This paper analyses the difficulties to access to…
Accessibility assessments typically focus on determining a binary measurement of task performance success/failure; and often neglect to acknowledge the nuances of those interactions. Although a large population of blind people find…
Defining abstract algorithmic structures like functions and variables using self-made tangibles can enhance the usability and affordability of the tangible programming experience by maintaining the input modality and physical interaction…
Health and fitness wearable technology has recently advanced, making it easier for an individual to monitor their behaviours. Previously self generated data interacts with the user to motivate positive behaviour change, but issues arise…
We extend the theory of disciplinary integration of games for science education beyond the virtual world of games, and identify two key themes of a practice-based theoretical commitment to science learning: (1) materiality in the classroom…
Our paper is research in progress that is research investigating the use of games technology to enhance the learning of a physical skill. The Microsoft Kinect is a system designed for gaming with the capability to track the movement of…
Mobile devices gather the communication capabilities as no other gadget. Plus, they now comprise a wider set of applications while still maintaining reduced size and weight. They have started to include accessibility features that enable…
Gamification is widely used in digital learning. However, most systems neglect age-related differences. This paper investigates how gamification can be designed in an age-aware way to address learners' diverse motivational and cognitive…
Play is a central aspect of childhood development, with games as a vital tool to promote it. However, neurodivergent children, especially those in neurodiverse environments, are underserved by HCI games research. Most existing work takes on…
The Global Games Jam (GGJ) attracts many people who are passionate about games development, coming from a range of educational backgrounds. Therefore, the event can be experienced by novices and student developers as an opportunity for…