Increasing Participation in STEAM for Individuals with Disabilities through Video Game Design
Document Type
Presentation
Presentation Date
10-26-2022
Abstract or Description
In alignment with the conference theme of “Impacting Student Learning,” we will present a framework for operationalizing more accessible STEAM education for transdiagnostic IWD through informal video game design. Our framework rests on three pillars: (1) STEAM curriculum design focusing specifically on data practices within a CT framework, (2) informal learning with an emphasis on digital game design and development in an extended game-jam format, and (3) accessibility and usability using a transdiagnostic approach that highlights neurodiversity and adopts learner-centered, inclusive approaches (Figure 1). Our session will provide an overview of the theoretical and practical inputs that inform our approach, describe our learning experience design process (LXD: Schmidt et al., 2020), provide examples of curricular design elements to-date, share preliminary findings from formative evaluation efforts, and engage the audience in critical discussion.
Sponsorship/Conference/Institution
Annual Conference of the Association for Educational Communications and Technology (AECT)
Location
Las Vegas, NV
Recommended Citation
Schmidt, Matthew, Noah Glaser, Lucas J. Jensen.
2022.
"Increasing Participation in STEAM for Individuals with Disabilities through Video Game Design."
Department of Leadership, Technology, and Human Development Faculty Presentations.
Presentation 331.
https://digitalcommons.georgiasouthern.edu/leadership-facpres/331
Additional Information
Georgia Southern University faculty member, Lucas Jensen co-presented Increasing Participation in STEAM for Individuals with Disabilities through Video Game Designin the Annual Conference of the Association for Educational Communications and Technology (AECT), October 2022.