The Potential Of New Generation Games Consoles To Support Disabled Students In Education
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Pearson, E. & Bailey, C. (2008). The Potential Of New Generation Games Consoles To Support Disabled Students In Education. In J. Luca & E. Weippl (Eds.), Proceedings of World Conference on Educational Multimedia, Hypermedia and Telecommunications 2008 (pp. 6199-6205). Chesapeake, VA: AACE.
Retrieved from http://www.editlib.org/p/29241.
World Conference on Educational Multimedia, Hypermedia and Telecommunications (EDMEDIA) 2008
June 30, 2008
Joseph Luca & Edgar R. Weippl
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Table of Contents
This paper presents the preliminary findings of a larger project aimed at identifying the potential of the new generation of games consoles to support learners with disabilities. The Nintendo Wii represents an innovation in the method of interaction for players with games through the use of a remote control device that provides a more intuitive and realistic means of control. Taking selected simulation, team and adventure games and evaluating them with focus groups of students with particular types of disability, the objective is to evaluate and identify the accessibility of this type of games console and the associated games and to explore its potential for supporting disabled learners in an educational context.
- Multimedia Technology for Social Skills
- How to integrate games or game elements in educational multimedia: a typology of educational game use
- Playing to Learn: Guidelines for Designing Educational Games
- Immersive Learning and Role Plays in Second Life
- Situated Cognition and Problem-Based Learning: Implications for Learning and Instruction with Technology
- Virtual Classroom and Training in Second Life
- The Nintendo Wii Games Console and its potential for Supporting Disabled Learners in Education
- Embarking on an Educational Journey in Second Life
- Effect of the activities in the Second Life® as tool for mutual understanding of gender role
- Third generation educational use of computer games
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