Educational inclusiveness through ludic engagement and digital creativity

  • Authors:
  • Rachel McCrindle

  • Affiliations:
  • School of Systems Engineering, University of Reading, Reading, UK

  • Venue:
  • UAHCI'13 Proceedings of the 7th international conference on Universal Access in Human-Computer Interaction: applications and services for quality of life - Volume Part III
  • Year:
  • 2013

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Abstract

This paper describes an approach to teaching and learning that combines elements of ludic engagement, gamification and digital creativity in order to make the learning of a serious subject a fun, interactive and inclusive experience for students regardless of their gender, age, culture, experience or any disabilities that they may have. This approach has been successfully used to teach software engineering to first year students but could in principle be transferred to any subject or discipline.