Rob Savaglio, J. Brown, B. Kapralos, Ann LeSage, Beatriz Franco Arellano, J. Hughes, Joanne Arcand
{"title":"提高严肃游戏的易用性:以《Foodbot Factory》为例","authors":"Rob Savaglio, J. Brown, B. Kapralos, Ann LeSage, Beatriz Franco Arellano, J. Hughes, Joanne Arcand","doi":"10.1109/IISA52424.2021.9555496","DOIUrl":null,"url":null,"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.","PeriodicalId":437496,"journal":{"name":"2021 12th International Conference on Information, Intelligence, Systems & Applications (IISA)","volume":"10 1","pages":"0"},"PeriodicalIF":0.0000,"publicationDate":"2021-07-12","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":"0","resultStr":"{\"title\":\"Enhancing the accessibility of serious games: A case study with Foodbot Factory\",\"authors\":\"Rob Savaglio, J. Brown, B. Kapralos, Ann LeSage, Beatriz Franco Arellano, J. Hughes, Joanne Arcand\",\"doi\":\"10.1109/IISA52424.2021.9555496\",\"DOIUrl\":null,\"url\":null,\"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.\",\"PeriodicalId\":437496,\"journal\":{\"name\":\"2021 12th International Conference on Information, Intelligence, Systems & Applications (IISA)\",\"volume\":\"10 1\",\"pages\":\"0\"},\"PeriodicalIF\":0.0000,\"publicationDate\":\"2021-07-12\",\"publicationTypes\":\"Journal Article\",\"fieldsOfStudy\":null,\"isOpenAccess\":false,\"openAccessPdf\":\"\",\"citationCount\":\"0\",\"resultStr\":null,\"platform\":\"Semanticscholar\",\"paperid\":null,\"PeriodicalName\":\"2021 12th International Conference on Information, Intelligence, Systems & Applications (IISA)\",\"FirstCategoryId\":\"1085\",\"ListUrlMain\":\"https://doi.org/10.1109/IISA52424.2021.9555496\",\"RegionNum\":0,\"RegionCategory\":null,\"ArticlePicture\":[],\"TitleCN\":null,\"AbstractTextCN\":null,\"PMCID\":null,\"EPubDate\":\"\",\"PubModel\":\"\",\"JCR\":\"\",\"JCRName\":\"\",\"Score\":null,\"Total\":0}","platform":"Semanticscholar","paperid":null,"PeriodicalName":"2021 12th International Conference on Information, Intelligence, Systems & Applications (IISA)","FirstCategoryId":"1085","ListUrlMain":"https://doi.org/10.1109/IISA52424.2021.9555496","RegionNum":0,"RegionCategory":null,"ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":null,"EPubDate":"","PubModel":"","JCR":"","JCRName":"","Score":null,"Total":0}
Enhancing the accessibility of serious games: A case study with Foodbot Factory
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.