Who Wins? A Comparison of Accessibility Simulation Games vs. Classroom Modules

Devorah Kletenik, Rachel F. Adler

Research output: Chapter in Book/Report/Conference proceedingConference contribution

Abstract

There is a great need to train future software developers in accessibility, and disability simulations can be a powerful way to engage students. In this work, we evaluate the effects of disability simulation games on student empathy and design choices. To do this we recruited 124 students and randomized them into two conditions: students playing simulation games and a control group of students who learned accessibility topics through a video lecture and readings. Although the accessibility lecture and readings were effective at inspiring student empathy towards people with disabilities, the effects were short-lived; in contrast, the simulations inspired greater and longer-lasting empathy and consideration of people with disabilities. However, more work should be done to determine whether these gains influence students' inclusion of people with disabilities in practice.

Original languageEnglish (US)
Title of host publicationSIGCSE 2023 - Proceedings of the 54th ACM Technical Symposium on Computer Science Education
PublisherAssociation for Computing Machinery
Pages214-220
Number of pages7
ISBN (Electronic)9781450394314
DOIs
StatePublished - Mar 2 2023
Externally publishedYes
Event54th ACM Technical Symposium on Computer Science Education, SIGCSE 2023 - Toronto, Canada
Duration: Mar 15 2023Mar 18 2023

Publication series

NameSIGCSE 2023 - Proceedings of the 54th ACM Technical Symposium on Computer Science Education
Volume1

Conference

Conference54th ACM Technical Symposium on Computer Science Education, SIGCSE 2023
Country/TerritoryCanada
CityToronto
Period3/15/233/18/23

Keywords

  • accessibility
  • computing education
  • empathy
  • games
  • simulations

ASJC Scopus subject areas

  • Education
  • General Computer Science

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