Investigating Inclusivity in Game-Based Learning: Current Practices and Multistakeholder Perspectives

Sara Rye, Carla Sousa
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Abstract

This study aims to examine how inclusivity measures are understood and applied in game-based learning (GBL). It considers the perspectives of various stakeholders, such as educators, game designers, and students. The focus is on creating accessible and engaging games that meet the diverse needs and characteristics of players. The methodology adopted a combination of primary and secondary data sources to pursue these aims. The primary data collection involved focus groups with educators, game designers, and students. The study employed a participatory design approach, involving multiple stakeholders in the exploration of inclusivity measures. The data collected from the focus groups, along with findings from the literature review, helped in formulating a set of inclusivity metrics for educators to create educational games that cater to diverse student needs. The obtained results emphasize the limited state of analogue GBL accessibility in scholarly and professional literature, while emphasizing the existing frameworks to be adopted by educators, designers, and publishers. Stakeholder discussions revealed themes related to inclusivity measures, including motor, sensory, and cognitive needs of players. Game designers can enhance accessibility by considering these requirements and incorporating alternative communication channels, accessible cues, adaptable gameplay options, and diversified knowledge-based requirements. In addition to inclusivity, addressing instances of exclusion, managing teams effectively, promoting inclusive communication, and incorporating gameplay limitations, educational components, diverse perspectives, and real-world applicability are discussed as important in education game design, to this extent.
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调查基于游戏的学习中的包容性:当前实践和多方利益相关者的观点
本研究旨在探讨包容性措施如何被理解并应用于基于游戏的学习(GBL)。它考虑了各种利益相关者的观点,如教育工作者、游戏设计师和学生。我们的重点是创造易上手且吸引人的游戏,以满足玩家的不同需求和特点。该方法采用了一手和二手数据源的结合来实现这些目标。主要数据收集包括教育工作者、游戏设计师和学生的焦点小组。本研究采用参与式设计方法,涉及多个利益相关者探索包容性措施。从焦点小组收集的数据,以及文献综述的发现,有助于为教育工作者制定一套包容性指标,以创造满足不同学生需求的教育游戏。获得的结果强调了在学术和专业文献中模拟GBL可及性的有限状态,同时强调了教育工作者、设计师和出版商应采用的现有框架。利益相关者的讨论揭示了与包容性措施相关的主题,包括玩家的运动、感觉和认知需求。游戏设计师可以通过考虑这些需求,并结合可选择的交流渠道、可访问的线索、适应性强的玩法选择和多样化的知识需求来提高易用性。除了包容性,解决排他性,有效管理团队,促进包容性交流,结合游戏玩法限制,教育组件,多样化视角和现实世界的适用性在教育游戏设计中也很重要。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
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Classroom Introduction of a Video Game on Italian Grammar Designing GBL for Higher Education: Pitfalls & Recommendations A Video Game to Help the Fight Against the Vicious Tapeworm in Africa The Application of Games to Engage Citizens in Climate Change Policy Development Investigating Inclusivity in Game-Based Learning: Current Practices and Multistakeholder Perspectives
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