Teachers' Perceptions around Digital Games for Children in Low-resource Schools for the Blind

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blind in India face significant infrastructure and resource constraints, including a lack of technological equipment, outdated curricula, and overburdened teachers.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:
    1. Preliminary School Visits and Data Collection: Visits to seven schools for the blind to observe infrastructure and curriculum conditions.
    2. Teacher Workshops: Organize a one-day workshop where teachers experience digital games through six game stations.
    3. 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.

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https://hci.top/en/papers/chi/47730/2021

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DOI: https://doi.org/10.1145/3411764.3445194
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CHI
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Year
2021
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7 authors
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Game Accessibility, Special Education Technology
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Special Education Teachers, Assistive Technology Specialists
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