ERIC Number: ED665316
Record Type: Non-Journal
Publication Date: 2024
Pages: 191
Abstractor: As Provided
ISBN: 979-8-3468-5368-8
ISSN: N/A
EISSN: N/A
Available Date: N/A
Toward Cognitive Accessibility for Autism: Developing an Evaluation Heuristic for Educational Video Games
Keyna M. Sloan
ProQuest LLC, Ph.D. Dissertation, The Ohio State University
This study asked what elements should be included in a cognitive accessibility heuristic framework for parent-educators to compare STEM educational video games for K-5 level autistic children who require substantial supports? To provide an answer to this question, two component questions were asked: 1) "which computer learning game environment and affordance considerations should be included in a cognitive accessibility heuristic framework?" and 2) "which elements of which evidence-based practices should be included in a cognitive accessibility heuristic framework?" A heuristic framework was created that poses questions regarding autism cognitive accessibility considerations for game settings, user interface elements, and user interaction feedback elements that align with evidence-based practices for autism. A small group of 10 participants were parent-educators of autistic children who met the study question criteria and were solicited by convenience and snowball sampling. The heuristic was tested against two STEM-based computer learning games at the K-5 curricular level, specifically Box Island and Peg Plus Cat -- Music Maker). Participants were asked to evaluate the heuristic against these games based on how they thought their autistic children would perceive the game experience. Data showed that the list of questions included in the heuristic appropriately considered autism cognitive accessibility when evaluating computer STEM-based computer learning game settings, when reviewing the game environment interface, and when responding to user interaction. The study concluded that participants considered all questions were valuable and should be included. Since the relative importance of some questions differed amongst participants, the heuristic also demonstrated sufficient flexibility to accommodate varying needs of the participants' autistic players. Participants indicated that stepping through the heuristic provided heightened awareness of autistic perceptions in an environment. [The dissertation citations contained here are published with the permission of ProQuest LLC. Further reproduction is prohibited without permission. Copies of dissertations may be obtained by Telephone (800) 1-800-521-0600. Web page: http://www.proquest.com.bibliotheek.ehb.be/en-US/products/dissertations/individuals.shtml.]
Descriptors: Autism Spectrum Disorders, Educational Games, Video Games, Elementary School Students, Evidence Based Practice, Technology Uses in Education, Educational Technology, STEM Education, Material Development, Heuristics, Accessibility (for Disabled)
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Publication Type: Dissertations/Theses - Doctoral Dissertations
Education Level: Elementary Education
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Language: English
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