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

Matthew Schmidt, Noah Glaser, Lucas J. Jensen

Research output: Contribution to conferencePresentation

Abstract

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.

Original languageAmerican English
StatePublished - Oct 26 2022
EventAnnual Conference of the Association for Educational Communications and Technology (AECT) -
Duration: Nov 10 2027 → …

Conference

ConferenceAnnual Conference of the Association for Educational Communications and Technology (AECT)
Period11/10/27 → …

Disciplines

  • Educational Administration and Supervision
  • Educational Assessment, Evaluation, and Research
  • Educational Leadership

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