Enhancing the accessibility of serious games: A case study with Foodbot Factory

Rob Savaglio, J. Brown, B. Kapralos, Ann LeSage, Beatriz Franco Arellano, J. Hughes, Joanne Arcand
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Abstract

Foodbot Factory, a nutrition-based serious game for students in grades 4-6, is intended to be used in Canadian classrooms and for online-learning. However, it was not developed with accessibility in mind, and must be updated to ensure it is inclusive and considers the needs of all learners. Plans for the implementation of these updates are discussed, detailing the use of in-game dialogue to facilitate user-customization.
提高严肃游戏的易用性:以《Foodbot Factory》为例
Foodbot Factory是一款以营养为基础的严肃游戏,面向4-6年级的学生,旨在用于加拿大的课堂和在线学习。然而,它并没有考虑到可访问性,必须更新,以确保它是包容性的,并考虑到所有学习者的需求。讨论了这些更新的实施计划,详细说明了使用游戏内对话来促进用户自定义。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
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