[games_access] Study: Games Effective Teaching Tools

AudioGames.net richard at audiogames.net
Wed Oct 4 08:48:28 EDT 2006


Hi,

That's great to hear! Yesterday a blind colleague of mine enthousiastically 
approached me with a Daisy cd which contained a news item on Accessibility 
Idol (as well as an item on Audio Game Maker). He was really happy to hear 
the developments concerning that and game accessibility.

Greets,

Richard



----- Original Message ----- 
From: "d. michelle hinn" <hinn at uiuc.edu>
To: "IGDA Games Accessibility SIG Mailing List" <games_access at igda.org>
Sent: Wednesday, October 04, 2006 1:37 PM
Subject: Re: [games_access] Study: Games Effective Teaching Tools


> Very cool!
>
> On a side note, my game design class this semester is focused on creating 
> games for a local museum...which also need to be accessible (because I 
> said so and they agreed and so did the university, which owns the museum, 
> and has to provide accessible materials). So, I agree -- our accessibility 
> work is paramount to games in the classroom, ESPECIALLY commercial 
> games...if EA and others want to have their games in the classroom...
>
> Ernest Adams is here on campus right now and spoke to the dorm community I 
> run -- Women in Math, Science, and Engineering -- last night. He was with 
> us from about 6pm to 11:30pm! So it was a really cool experience -- the 
> evening event was mainly about women in gaming but he and I got to touch 
> base on GDC and he's excited to be one of the "contestants" for 
> accessibility idol. :)
>
> Michelle
>
>>"A one-year study sponsored by Electronic Arts has concluded that
>>commercial games can be effectively utilized to teach in the
>>classroom."
>>
>>http://www.next-gen.biz/index.php?option=com_content&task=view&id=3920&Itemid=2
>>
>>It appears the study is available for free!
>>http://www.futurelab.org.uk/research/teachingwithgames/report_01.htm
>>
>>So, this is where our accessibility issues become hugely important.
>>
>>I think related, is Warren Spector's new article the The Escapist mag
>>"Fun is a Four Letter Word". He asks whether we should only be making
>>games that are "fun". He gives the example of a movie that wasn't fun
>>to watch, but was thought-provoking. I've read many books like that in
>>high school and see a need for similar type games used in the
>>classroom.
>>
>>Warren's article:
>>http://www.escapistmagazine.com/issue/65/15
>>
>>-Reid
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