@inproceedings{d3f9ad1fcae54709a8a0aa33f1f2bb56,
title = "Who Wins? A Comparison of Accessibility Simulation Games vs. Classroom Modules",
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.",
keywords = "accessibility, computing education, empathy, games, simulations",
author = "Devorah Kletenik and Adler, {Rachel F.}",
note = "Funding Information: Partial support for this project came from Teach Access Faculty Grants and from the DEERS project (NSF DUE 1525373, 1525173, 1525028). We thank Nour Sleiman for her work continuing the development of the games and the experimental setup. Publisher Copyright: {\textcopyright} 2023 ACM.; 54th ACM Technical Symposium on Computer Science Education, SIGCSE 2023 ; Conference date: 15-03-2023 Through 18-03-2023",
year = "2023",
month = mar,
day = "2",
doi = "10.1145/3545945.3569769",
language = "English (US)",
series = "SIGCSE 2023 - Proceedings of the 54th ACM Technical Symposium on Computer Science Education",
publisher = "Association for Computing Machinery",
pages = "214--220",
booktitle = "SIGCSE 2023 - Proceedings of the 54th ACM Technical Symposium on Computer Science Education",
address = "United States",
}