Investigating Inclusivity in Game-Based Learning: Current Practices and Multistakeholder Perspectives

Sara Rye, Carla Sousa

Research output: Chapter in Book/Report/Conference proceedingConference contributionpeer-review

Abstract

This study aims to examine how inclusivity measures are understood and applied in game-based learning (GBL). It considers the perspectives of various stakeholders, such as educators, game designers, and students. The focus is on creating accessible and engaging games that meet the diverse needs and characteristics of players. The methodology adopted a combination of primary and secondary data sources to pursue these aims. The primary data collection involved focus groups with educators, game designers, and students. The study employed a participatory design approach, involving multiple stakeholders in the exploration of inclusivity measures. The data collected from the focus groups, along with findings from the literature review, helped in formulating a set of inclusivity metrics for educators to create educational games that cater to diverse student needs. The obtained results emphasize the limited state of analogue GBL accessibility in scholarly and professional literature, while emphasizing the existing frameworks to be adopted by educators, designers, and publishers. Stakeholder discussions revealed themes related to inclusivity measures, including motor, sensory, and cognitive needs of players. Game designers can enhance accessibility by considering these requirements and incorporating alternative communication channels, accessible cues, adaptable gameplay options, and diversified knowledge-based requirements. In addition to inclusivity, addressing instances of exclusion, managing teams effectively, promoting inclusive communication, and incorporating gameplay limitations, educational components, diverse perspectives, and real-world applicability are discussed as important in education game design, to this extent.

Original languageEnglish
Title of host publicationProceedings of the 17th European Conference on Games Based Learning, ECGBL 2023
EditorsTon Spil, Guido Bruinsma, Luuk Collou
PublisherDechema e.V.
Pages904-911
Number of pages8
ISBN (Electronic)9781914587887
Publication statusPublished - 2023
Event17th European Conference on Games Based Learning, ECGBL 2023 - Enschede, Netherlands
Duration: 5 Oct 20236 Oct 2023

Publication series

NameProceedings of the European Conference on Games-based Learning
Volume2023-October
ISSN (Print)2049-0992

Conference

Conference17th European Conference on Games Based Learning, ECGBL 2023
Country/TerritoryNetherlands
CityEnschede
Period5/10/236/10/23

Bibliographical note

Publisher Copyright:
© 2023 Dechema e.V.. All rights reserved.

Funding

The present study was developed in the scope of the project Training the Educators to facilitate the Teaching and Assessment of Abstract Syllabus by the Use of Serious Games — TEGA (2020–1-UK01-KA203-079248), funded by the European Commission on the scope of Erasmus+ Program.

FundersFunder number
TEGA2020–1-UK01-KA203-079248
European Commission

    Keywords

    • Diversity
    • Educational Game Design
    • Game-Based Learning
    • Higher Education
    • Inclusivity

    Fingerprint

    Dive into the research topics of 'Investigating Inclusivity in Game-Based Learning: Current Practices and Multistakeholder Perspectives'. Together they form a unique fingerprint.

    Cite this