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Accessible Games for Health and K-12 Education: Lessons from the Classroom

by Lynn Marentette on May 09, 2008

  • 10,421 views

This is an overview of game accessibility and K-12 issues related to health education and the use of games. The slides contain links to resources, often in the notes section. If you download these sli...

This is an overview of game accessibility and K-12 issues related to health education and the use of games. The slides contain links to resources, often in the notes section. If you download these slides, please mention me as your source, and keep the links and citations.

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education worlds games engaged needs k-12 health virtual accessibility learning disabilities special edu exergaming videogames

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16 of 6 previous next Post a comment

  • guest49f83e Chris Drockton nice health games very nice! http://www.fithuman.net/ 2 years ago Reply
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  • PAAVANJ Paavan Jethava , SEO This is really one of the informative health slide show.

    http://healthcaretipsguide.blogspot.com

    http://healthcaretips-fact-guide.blogspot.com
    3 years ago Reply
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  • alysaally Alysaally Nice information and good slide share. Its very informative. 3 years ago Reply
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  • angelinaani Angelina ani hi, this is really very nice pesentation. 3 years ago Reply
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  • lynnmarentette Lynn Marentette , School psychologist, consultant, techie at UCPS, UNC-C Description of images on Slide One:

    The science screen is an interactive 'gizmo' from Explore Learning. Something like this could be incorporated into an educational game.
    http://www.explorelearning.com

    I'm pretty sure that the picture of the ancient building was from the VAST project, described in the article 'Reviving the past: Cultural Heritage meets Virtual Reality' by Anthanasios Gaitatzes, Dimitrious Cristopoulos, and Maria Roussou. (2002, ACM) The Foundation of the Hellenic World was involved with this project. http://www.fhw.gr/fhw/


    Maria Roussou has been involved with a variety of interesting immersive projects: http://www.makebelieve.gr/mb/www/profile/index.html

    The people from the Institute for Advanced Technologies in the Humanities at the University of Virginia are doing similar work through the Rome Reborn project:
    http://www.romereborn.virginia.edu/

    Rationale:
    I thought that it would be cool to have a game for health that integrated with history, so that students could learn about how people from the past handled health and diseases, and learn how scientists from the past came up with solutions that help us today.


    The picture of the dragons on the space station was from a game called 'Relax to Win', created by Phil (gary?) McDarby and the MindGames team when he was at MediaLab Europe, which disbanded in 2005. Here is an article about Relax to Win, from 2002:
    http://news.bbc.co.uk/1/hi/sci/tech/1972571.stm

    McDarby now works as the creative officer of Vyro Games, which focus on stress management.
    Rationale: Stress management games are good for health!
    McDarby: http://www.vyro-games.com/company/phil_bio.php
    Media Lab Europe and MindGames: http://medialabeurope.org/
    Vyro Games: http://ww.vyro-games.com/

    The cool geometric image was from a project from the Interactive Media Group, Vienna University of Technology:
    Educating Spatial Intelligence with Augmented Reality .
    http://www.ims.tuwien.ac.at/research/spatial_abilities/

    The project targeted high school geometry students, with a goal of increasing spatial ability and improving transfer of learning. The program is consistent with Universal Design for Learning principles.

    I think that some of the applications involved in this application could be useful in games designed for cognitive rehabilitation or habilitation.

    Related:
    'An Application and Framework for Using Augmented Reality in Mathematics and Geometry Education': http://www.ims.tuwien.ac.at/research/construct3d/

    Hannes Kaufmann's Dissertation: Geometry Education with Augmented Reality: http://www.ims.tuwien.ac.at/media/documents/publications/...

    The remainder of the pictures:
    The Cloud Game: http://intihuatani.usc.edu/cloud/

    The picture with the two people is from Kar2ouche, from Immersive Education. Kar2ouche is a creative role-play, picture making, story-boarding and animation software. It is enabled for use on interactive whiteboards: http://www.immersiveeducation.com/kar2ouche/

    Hazmat HotZone is a multi-player simulation game used to train first responder teams: http://www.etc.cmu.edu/projects/hazmat_2005/

    The underwater scene is from FreeDive, from FreeDive, that is used as a pain distractor. I also think it could be used for stress reduction for children.
    http://www.breakawaygames.com/serious-games/solutions/hea...

    The game pad is a DanceDance Revolution pad, used as an 'exergame' in many schools to combat the increase in numbers of students who are overweight or obese.

    'Dance Dance Revolution: Healthy for Kids'
    http://news.digitaltrends.com/news-article/12201/

    The classroom scene is is from a virtual reality application:
    Rizzo, A., Bowerly, T., Buckwalter, J., Klimchuk, D., Mitura, R., Parsons, T.D. (2006). A Virtual Reality Scenario for All Seasons: The Virtual Classroom. CNS Spectrums, 11, 1, 35-44. http://vrpsych.ict.usc.edu/
    4 years ago Reply
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  • bensawyer Ben Sawyer , Consutlant and Software Designer / Producer Can you list the names of all the games on the first slide? I see Kartouche, USC ADD Classroom Game, Hazmat, FreeDive, Cloud, not sure the rest... 4 years ago Reply
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Accessible Games for Health and K-12 Education: Lessons from the Classroom — Presentation Transcript