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Can I Play That? (Accessibility in Gaming)
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CC BY-NC-ND
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From their About Page: "Since our inception in November 2018 (Founded by Susan Banks and Courtney Craven), Can I Play that? (CIPT) has grown from a hobby site to a destination for players and developers alike that provides all forms of accessibility information on video games and the industry. Reviews, news stories, and features at CIPT exclusively report on the ever-growing presence and adoption of accessibility features within the gaming industry. Our work has been read and shared internally at studios around the world, such as Xbox, PlayStation, Ubisoft, Square Enix, and countless others, with support from Xbox and PlayStation executives, Phil Spencer and Hermen Hulst.

Can I Play That? works to share stories that influence game updates, inform disabled players, educate and entertain players and developers, and provide a voice for one of the largest player bases in the industry.

We have also developed professional workshops that tackle topics such as diversity, equity, and inclusion, and accessible community management. These workshops are available for studios to book, and we have already worked with Xbox, Ubisoft, Splash Damage, Square Enix, Creative Assembly, and more are to come as we expand our offerings"

Subject:
Career and Technical Education
Computer Science
Education
Educational Technology
Information and Technology Literacy
Technology and Engineering
Material Type:
Game
Other
Reference Material
Teaching/Learning Strategy
Author:
Marijn (ActiveB1t)
Josh Straub
Date Added:
04/23/2024
Gaming Readapted
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CC BY-NC-ND
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Welcome to Gaming Readapted!

This website was developed as a resource for those interested in learning more about adaptive video gaming. It provides information ranging from general overviews of adaptive controllers to the nitty gritty details on how to set up specific adaptive controllers for users. It is best to start in the General section for an overview of popular adaptive controllers and information on how to pick the right controller for users. For more detailed information on ordering and setting up a specific controller, go to the Adaptive Controllers section. For information on how to connect an adaptive controller to a specific console, use the Controller Connect Tool (https://www.gamingreadapted.com/controller-connect-tool). Updates regarding adaptive gaming equipment can be found on the New Updates page (https://www.gamingreadapted.com/new-updates). Please visit our YouTube page for overviews and instructional videos for the adaptive controllers (https://www.youtube.com/@gamingreadapted).

The mission of Gaming Readapted is not just to allow individuals with disabilities to play video games, but to play video games without limits.

Subject:
Career and Technical Education
Computer Science
Education
Educational Technology
Information and Technology Literacy
Technology and Engineering
Material Type:
Diagram/Illustration
Interactive
Other
Reading
Reference Material
Author:
Gaming Readapted
Date Added:
06/11/2024
International Politics in the New Century - via Simulation, Interactive Gaming, and 'Edutainment', January (IAP) 2005
Conditional Remix & Share Permitted
CC BY-NC-SA
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0.0 stars

This workshop is designed to introduce students to different perspectives on politics and the state of the world through new visualization techniques and approaches to interactive political gaming (and selective 'edutainment.') Specifically, we shall explore applications of interactive tools (such as video and web-based games, blogs or simulations) to examine critical challenges in international politics of the 21C century focusing specifically on general insights and specific understandings generated by operational uses of core concepts in political science.

Subject:
Civics and Government
Social Studies
Material Type:
Full Course
Provider:
M.I.T.
Provider Set:
M.I.T. OpenCourseWare
Author:
Choucri, Nazli
Date Added:
01/01/2005
Introduction to Adapted Gaming (WisTech ATCouncil)
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CC BY-NC-ND
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This training provides an introduction to adapted gaming technologies and the considerations to consider when making gaming accessible for people with disabilities. Presenters include Drew Pennington who works as an assistive technologist for HOME and Jenesis Lindbo, an Independent Living Specialist with the Center for Independent Living for Western Wisconsin. Brought to you by the WisTech Assistive Technology Advisory Council for Wisconsin.

Subject:
Career and Technical Education
Education
Educational Technology
Information and Technology Literacy
Technology and Engineering
Material Type:
Other
Primary Source
Reference Material
Teaching/Learning Strategy
Unit of Study
Author:
Drew Pennington
Jenesis Lindbo
WisTech ATCouncil
Date Added:
06/11/2024
Video Games: Their Effect on Society and How We Must Modernize Our Pedagogy for Students of the Digital Age (By Chris Baker, 2014)
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CC BY-NC-ND
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This 2014 thesis aims to explore how video games have become an extremely beneficial tool in regards to education, art, medicine, psychology, economics, and beyond. Chapter 1 focuses on how ubiquitous video games have become in America, and what makes video games such a uniquely enjoyable experience to warrant such popularity. Chapter 2 explores how video games have become instrumental in various fields. Chapter 3 discusses the role that video games now play in the world of education; specifically how we, as educators, must adapt a modern pedagogy best suited to students who have grown up with video games, which have influenced how they learn. This is the thesis’ primary contention and purpose. Chapter 4 dissects the two most studied controversies which surround video games as a medium: video game violence and video game addiction.

Subject:
Education
Educational Technology
Fine Arts
Information and Technology Literacy
Theatre
Material Type:
Teaching/Learning Strategy
Unit of Study
Author:
Chris Baker
Date Added:
08/14/2023
WEBINAR: Video Game Collections in Libraries, Pt. #1: The "Why", "What", and "How" of Selection & Acquisition
Only Sharing Permitted
CC BY-NC-ND
Rating
0.0 stars

Presenters:
Chris Baker (Public Library Consultant / Games & Learning Consultant, Library Services Team of the Wisconsin Dept. of Public Instruction), Jenna Gilles (Youth Services Associate, Chippewa Falls Public Library), & Jamie Hein (Library Director, Clintonville Public Library)

Description:
For years now, media usage data has shown that video games have led the entertainment industry by a massive margin, handily securing the crown as the most popular recreational medium on the planet. In the United States, 61% of Americans report playing video games for at least one hour every week; 29% of game players are 50 or older, and the average age of video gamers in the U.S. is 36, with a near-even split of 53% identifying as male, and 46% identifying as female.

The point? These impressive statistics represent an enormous opportunity for libraries in the U.S. to capitalize on – and illustrate that librarians ought to prioritize intentionally developing robust video game collections for their users to access; game collections can meaningfully help libraries reach a broader base of patrons, create exceptional new pathways for materials circulation, resonate with additional user identities, and help foster a 'community of practice' surrounding games in the library space. On top of this, video game collections help libraries showcase an earnest desire to remain relevant, accessible, and cutting-edge to their public.

In this first presentation in our series about video game collection development, you’ll hear from multiple librarians about the “why”, “what”, and “how” of video game selection and acquisition; we will highlight both philosophical and pragmatic best practices for developing video game collections – from advocacy data, to funding tips, to selection resources, to acquisition schedules, and more. A follow-up webinar in the series will focus on things like processing, borrowing rules, policy, and collection maintenance. You won’t want to miss these presentations!

Webinar date and time: October 30, 2024 11:00 AM EDT

This event was co-sponsored ALA's Games & Gaming Round Table: http://www.ala.org/rt/gamert

Subject:
Art and Design
Career and Technical Education
Computer Science
Education
Educational Technology
Fine Arts
Information and Technology Literacy
Library and Information Science
Media Arts
Technology and Engineering
Material Type:
Lesson
Other
Primary Source
Reference Material
Self Assessment
Teaching/Learning Strategy
Unit of Study
Author:
Indiana State Library
Jamie Hein
Jenna Gilles
Chris Baker
Date Added:
11/11/2024