Teachers' Perceptions around Digital Games for Children in Low-resource Schools for the Blind
Authors
Game AccessibilitySpecial Education TechnologySpecial Education TeachersAssistive Technology Specialists
Title of the Paper
Teachers’ Perceptions around Digital Games for Children in Low-resource Schools for the Blind
Paper Information
- Research Area: Education for visually impaired children, games, and digital skill development
- Keywords: Digital games, teachers, India, visually impaired, children, accessibility
Research Background and Issues
- Identified Problems or Challenges:
- India accounts for one-third of the world's blind population, with most blind children lacking access to education and opportunities to engage with STEM subjects.
- Digital skill courses are typically designed for sighted children, neglecting the needs of visually impaired children.
- Schools for the blind in India face significant infrastructure and resource constraints, including a lack of technological equipment, outdated curricula, and overburdened teachers.
- Importance of the Problem:
- Visually impaired children face severe disadvantages in acquiring digital skills and accessing future career opportunities.
- Digital games could provide an innovative and cost-effective way to enhance digital skills for these children.
- Research Motivation and Related Work:
- Studies in Global North countries have shown that games can aid learning for visually impaired individuals, but little research has focused on visually impaired children in low-resource settings.
- This study aims to address this gap by exploring teachers’ attitudes and challenges regarding the use of digital games in schools for the blind in India.
Proposed Solution
- Proposed Methods or Solutions:
- Investigate teachers’ perceptions of digital games and their potential integration into the curricula and schedules of schools for the blind.
- Conduct a multi-phase mixed-methods study, including school visits, teacher game workshops, and post-workshop phone interviews.
- Innovative Aspects:
- Use of existing accessible games as a Technology Probe for user research.
- Design of a workshop based on the "Ludic Design for Accessibility" principle, enabling teachers to explore digital games with ease.
- Implementation Steps and Key Techniques:
- Preliminary School Visits and Data Collection: Visits to seven schools for the blind to observe infrastructure and curriculum conditions.
- Teacher Workshops: Organize a one-day workshop where teachers experience digital games through six game stations.
- Post-workshop Interviews: Conduct semi-structured interviews with teachers to gather feedback on game integration.
Research Outcomes
- Specific Findings:
- Infrastructure and Teacher Conditions: The study revealed severe deficiencies in hardware facilities and technical support in schools for the blind, with significant disparities in teachers' technical knowledge.
- Teacher Attitudes:
- Teachers showed strong interest in digital games, recognizing their potential to aid learning and improve soft skills such as memory, focus, and coordination.
- Popular games among teachers included Hangman (for English vocabulary learning), TypeShooter (for typing practice), and Pizza (for math skill development).
- Nintendo Switch games were highly appreciated for their vibration feedback and interactivity, though their high cost posed a barrier.
- Integration Challenges: Key constraints included limited computer resources, insufficient teacher training, lack of technical support, and difficulties in assessing students' engagement and learning outcomes with games.
- Advantages over Existing Solutions:
- Provided design guidelines specifically for developing accessible digital games for visually impaired children.
- Enhanced understanding within the HCI field about the real needs of visually impaired populations in low-resource environments.
- Experimental or Evaluation Results:
- Teachers expressed optimism about the potential of games to support digital skill development and student engagement. However, successful integration would require policy support, hardware upgrades, and teacher training.
- Limitations and Future Directions:
- The sample size was relatively small, and the study was primarily conducted in schools for the blind in Karnataka, India, which may limit generalizability to other regions.
- Future research should focus on the long-term impact of games, remote support for teacher professional development, and broader development and evaluation of accessible games.
Design and Policy Recommendations
- Recommendations for Designers:
- Games should feature strong localization, align closely with the curricula of schools for the blind, and avoid inappropriate content such as violence or overly complex rules.
- Develop more vibration-feedback-based games to enhance interactivity and design clear, simple game instructions to improve usability.
- Policy and Educational Recommendations:
- Governments should promote inclusive policies that incorporate digital games and related curricula into national education frameworks.
- Nonprofit organizations can play a crucial role in teacher training and resource allocation.
- Encourage schools for the blind to establish inter-institutional staff support networks to share resources and experiences.
Conclusion
- This study explores, from the perspective of teachers, how digital games can be introduced to visually impaired children in resource-constrained environments. It provides valuable insights for game designers, education policymakers, and technology advocates while paving a new practical path for enhancing digital skills in blind education.
Research Questions / Practical Problems
Question signals indexed for this paper.
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Research Questions
3- In resource-limited blind schools in India, how do teachers view the potential of digital games in educating visually impaired children?Category: Blind Schools, K-12, and In/Out-of-Class LearningSimilar questionsarrow_forward
- How can digital games be integrated with blind school curricula and teaching schedules?Category: Blind Schools, K-12, and In/Out-of-Class LearningSimilar questionsarrow_forward
- Under resource constraints and technical limitations, what factors influence teachers' adoption of digital games for instruction?Category: Blind Schools, K-12, and In/Out-of-Class LearningSimilar questionsarrow_forward
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Practical Problems
1- Blind schools lack technical facilities and teacher support, making it hard for visually impaired children to learn digital skills.Category: Blind Schools, K-12, and In/Out-of-Class LearningSimilar questionsarrow_forward
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DOI: https://doi.org/10.1145/3411764.3445194
At a Glance
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Source
CHI
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Year
2021
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Authors
7 authors
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Subtopics
Game Accessibility, Special Education Technology
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Professions
Special Education Teachers, Assistive Technology Specialists
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