为易用性重新设计:教育游戏设计中的设计决策和妥协

M. Cezarotto, Pamela Martínez, B. Chamberlin
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引用次数: 4

摘要

教育媒体的无障碍侧重于消除基于学习者不同需求的障碍。在教育类游戏中,玩家的不同需求会影响各种设计策略。本研究关注的是一个设计团队在重新设计其旧教育游戏时优先考虑易用性的过程,同时创建一个过程来指导新游戏的开发。该研究为思考游戏和教育游戏的可访问性提供了一个框架,并与Math Snacks项目的开发团队一起记录了一项行动研究。使用参与式和定性方法,研究人员描述了团队重新设计过程,以解决易用性问题:团队如何审查游戏中的易用性差距;在可访问性的重新设计中做出具体的设计选择;确定哪些动作可以让游戏更容易上手。这项工作为其他设计团队在审查现有游戏时提供了一个可借鉴的流程。
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Redesigning for Accessibility: Design Decisions and Compromises in Educational Game Design
Accessibility in educational media focuses on removing barriers based on learners’ varied needs. In educational games, players’ diverse needs can impact a wide variety of design strategies. This study focuses on the process used by one design team to prioritize accessibility in the redesign of their older educational games, while creating a process to inform development of new games. The study provides a framework for thinking about games and accessibility vis-a-vis educational games, and documents an action research study with the development team of the Math Snacks project. Using a participatory and qualitative approach, researchers provide a description of the team redesign process to address accessibility: how the team reviewed accessibility gaps in their games; made specific design choices in redesigning for accessibility; and determined which actions could make the games more accessible. The work yielded a process other design teams can implement in their review of existing games.
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