An Overview of Accessibility and Usability of Educational Games

An Overview of Accessibility and Usability of Educational Games

Marion A. Hersh, Barbara Leporini
ISBN13: 9781466644229|ISBN10: 1466644222|EISBN13: 9781466644236
DOI: 10.4018/978-1-4666-4422-9.ch005
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MLA

Hersh, Marion A., and Barbara Leporini. "An Overview of Accessibility and Usability of Educational Games." Assistive Technologies: Concepts, Methodologies, Tools, and Applications, edited by Information Resources Management Association, IGI Global, 2014, pp. 63-101. https://doi.org/10.4018/978-1-4666-4422-9.ch005

APA

Hersh, M. A. & Leporini, B. (2014). An Overview of Accessibility and Usability of Educational Games. In I. Management Association (Ed.), Assistive Technologies: Concepts, Methodologies, Tools, and Applications (pp. 63-101). IGI Global. https://doi.org/10.4018/978-1-4666-4422-9.ch005

Chicago

Hersh, Marion A., and Barbara Leporini. "An Overview of Accessibility and Usability of Educational Games." In Assistive Technologies: Concepts, Methodologies, Tools, and Applications, edited by Information Resources Management Association, 63-101. Hershey, PA: IGI Global, 2014. https://doi.org/10.4018/978-1-4666-4422-9.ch005

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Abstract

This chapter presents an overview of accessibility and usability for educational computer-based games and the first survey of the accessibility and usability of digital educational games. The overview includes a discussion of accessibility and usability, both in general and in the specific context of educational games, as well as a brief presentation of issues relating to game design, including of mobile games. Since there are no previous studies of the accessibility and usability of educational computer-based games, studies of the accessibility and usability of the related areas of virtual learning environments, digital games for entertainment and PDF documents, are also presented. The overview of accessibility and usability and the results of the survey are used to draw up a structured list of 62 guidelines and recommendations, organised into three categories at the first level and ten at the second level. These guidelines and recommendations are illustrated by an example of their application to a fictitious new educational game.

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