Let's Play
Author:
Affiliation:
1. Brooklyn College, City University of New York, Brooklyn, NY, USA
2. Northeastern Illinois University, Chicago, IL, USA
Funder
Public Interest Technology University Network
Teach Access
Publisher
ACM
Link
https://dl.acm.org/doi/pdf/10.1145/3478431.3499277
Reference47 articles.
1. Sushma Adepu and Rachel F Adler . 2016 . A comparison of performance and preference on mobile devices vs. desktop computers. In 2016 IEEE 7th Annual Ubiquitous Computing , Electronics & Mobile Communication Conference (UEMCON). IEEE, 1--7. Sushma Adepu and Rachel F Adler. 2016. A comparison of performance and preference on mobile devices vs. desktop computers. In 2016 IEEE 7th Annual Ubiquitous Computing, Electronics & Mobile Communication Conference (UEMCON). IEEE, 1--7.
2. A Systematic Analysis of Accessibility in Computing Education Research
3. Benefits of using socially-relevant projects in computer science and engineering education
4. The efficacy of narrative video for raising awareness in ICT designers about older users’ requirements
5. Techniques to assist in developing accessibility engineers
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2. Motivated by Inclusion: Understanding Students' Empathy and Motivation to Design Accessibly Across a Spectrum of Disabilities;Proceedings of the 55th ACM Technical Symposium on Computer Science Education V. 1;2024-03-07
3. I feel for you! The effect of empathy exercises on accessibility awareness;Universal Access in the Information Society;2024-01-13
4. Access to Escape - An Immersive Game-Based Learning Experience for Accessibility Education in Virtual Reality;Communications in Computer and Information Science;2023-10-31
5. Integrating Accessibility in a Mobile App Development Course;Proceedings of the 54th ACM Technical Symposium on Computer Science Education V. 1;2023-03-02
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