Leadership, Technology & Human Development: Faculty Presentations

Increasing Participation in STEAM for Individuals with Disabilities through Video Game Design

Document Type

Presentation

Presentation Date

10-26-2022

Copyright

This work is archived and distributed under the repository's Standard Copyright and Reuse License (opens in new tab). End users may copy, store, and distribute this work without restriction. For all other uses, permission must be obtained from the copyright owners or their authorized agents.

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.

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.

Sponsorship/Conference/Institution

Annual Conference of the Association for Educational Communications and Technology (AECT)

Location

Las Vegas, NV

Share

COinS