A Method to Develop Accessible Online Serious Games for People with Disabilities: A Case Study

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Títol: A Method to Develop Accessible Online Serious Games for People with Disabilities: A Case Study
Autors: Jaramillo-Alcázar, Angel | Cortez-Silva, Paz | Galarza-Castillo, Marco | Luján-Mora, Sergio
Grups d'investigació o GITE: Advanced deveLopment and empIrical research on Software (ALISoft)
Centre, Departament o Servei: Universidad de Alicante. Departamento de Lenguajes y Sistemas Informáticos
Paraules clau: Accessibility | Disabilities | Educational | Impairments | Learning | Multi-platform | Online | Serious games
Àrees de coneixement: Lenguajes y Sistemas Informáticos
Data de publicació: 17-de novembre-2020
Editor: MDPI
Citació bibliogràfica: Jaramillo-Alcázar A, Cortez-Silva P, Galarza-Castillo M, Luján-Mora S. A Method to Develop Accessible Online Serious Games for People with Disabilities: A Case Study. Sustainability. 2020; 12(22):9584. https://doi.org/10.3390/su12229584
Resum: Video games that are used as teaching tools are called serious games. However, there is an important factor that is not usually considered in the design of serious games— the inclusion of people with disabilities. Inclusion can be reached only if accessibility takes on an important role for all. On the other hand, new trends have resulted in different smart devices being used in classrooms. These devices also allow for applications, such as serious games, to be used to support people’s learning process. Despite this, these applications are generally not multi-platform and do not usually consider accessibility features for people with disabilities. This paper proposes a method to develop accessible online serious games that consider people with disabilities as potential users. The method is applied in the case study of an online serious game that teaches about the architecture of a computer in a fun and entertaining way. The method also presents and describes several guidelines to improve online serious game accessibility for people with disabilities. Finally, tests are conducted with some users to gather information about the online serious game and the accessibility features included. This study has important implications for the development of learning tools that consider people with disabilities.
Patrocinadors: This work was supported by the EduTech project (609785-EPP-1-2019-1-ES-EPPKA2-CBHE-JP) co-funded by the Erasmus Programme of the European Union.
URI: http://hdl.handle.net/10045/110429
ISSN: 2071-1050
DOI: 10.3390/su12229584
Idioma: eng
Tipus: info:eu-repo/semantics/article
Drets: © 2020 by the authors. Licensee MDPI, Basel, Switzerland. This article is an open access article distributed under the terms and conditions of the Creative Commons Attribution (CC BY) license (http://creativecommons.org/licenses/by/4.0/).
Revisió científica: si
Versió de l'editor: https://doi.org/10.3390/su12229584
Apareix a la col·lecció: INV - ALISoft - Artículos de Revistas

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