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Presenting and evaluating the impact of experiential learning in computing accessibility education
16 references·16 citing·49 second hopsampled
Presenting and evaluating the impact of experiential learning in computing accessibility education (2020)Presenting and evaluating the impact of e…Teaching Accessibility (2019)Teaching AccessibilityWho Teaches Accessibility? (2018)Who Teaches Accessibility?Interest Matters (2016)Interest MattersExploring pedagogical culture for accessibility education in computing science (2016)Exploring pedagogical culture…Beyond Web Content Accessibility Guidelines (2016)Beyond Web Content Accessibil…Best Practices for Teaching Accessibility in University Classrooms (2016)Best Practices for Teaching A…Progress on Website Accessibility? (2013)Progress on Website Accessibi…A holistic and pragmatic approach to teaching web accessibility in an undergraduate web design course (2012)A holistic and pragmatic appr…Universal Design in Higher Education: From Principles to Practice. (2008)Universal Design in Higher Ed…What Frustrates Screen Reader Users on the Web: A Study of 100 Blind Users (2007)What Frustrates Screen Reader…Web accessibility for individuals with cognitive deficits (2007)Web accessibility for individ…Accessibility first! (2006)Accessibility first!Learning Styles and Learning Spaces: Enhancing Experiential Learning in Higher Education (2005)Learning Styles and Learning …Digital game-based learning: Towards an experiential gaming model (2005)Digital game-based learning: …The Additive Effects of Semistructured Classroom Activities on Student Learning: An Application of Classroom-Based Experiential Learning Techniques (2000)The Additive Effects of Semis…Taxonomy of Educational Objectives: The Classification of Educational Goals, Handbook I: Cognitive Domain (1956)Taxonomy of Educational Objec…You're on the Ball: Using Games to Explore Accessibility for Neurodivergent Users (2026)You're on the Ball: Using Gam…Opening Digital Doors: Early Lessons in Software Accessibility for K-8 Students (2025)Opening Digital Doors: Early …Empowering access: Integrating multiple means of engagement when teaching accessible design principles (2025)Empowering access: Integratin…Using Accessibility Awareness Interventions to Improve Computing Education (2024)Using Accessibility Awareness…Teaching Digital Accessibility to Industry Professionals using the Community of Practice framework: An Experience Report (2024)Teaching Digital Accessibilit…Reflections on Incorporating Digital Accessibility in an Operating Systems Course (2024)Reflections on Incorporating …Motivated by Inclusion: Understanding Students' Empathy and Motivation to Design Accessibly Across a Spectrum of Disabilities (2024)Motivated by Inclusion: Under…Mapping Accessibility Assignments into Core Computer Science Topics: An Empirical Study with Interviews and Surveys of Instructors and Students (2024)Mapping Accessibility Assignm…From Awareness to Action: Teaching Software Accessibility for Neurodiverse Users (2024)From Awareness to Action: Tea…Accessible Learning Labs: Accessibility Education Through Experiential Learning (2024)Accessible Learning Labs: Acc…Who Wins? A Comparison of Accessibility Simulation Games vs. Classroom Modules (2023)Who Wins? A Comparison of Acc…Integrating Accessibility in a Mobile App Development Course (2023)Integrating Accessibility in …Experiential Educational Accessibility Modules (2023)Experiential Educational Acce…ALL: Supporting Experiential Accessibility Education and Inclusive Software Development (2023)ALL: Supporting Experiential …Introducing Accessibility to High School Students (2021)Introducing Accessibility to …TPM: Using Experiential Learning to Support Accessibility in Computing Education (2020)TPM: Using Experiential Learn…The magical number seven, plus or minus two: Some limits on our capacity for processing information. (1956)Thought and language (1962)Experiential Learning : Experience as the Source of Learning and Development (1983)Serious Games : An Overview (2007)EGameFlow: A scale to measure learners’ enjoyment of e-learning games (2008)Serious games as new educational tools: how effective are they? A meta‐analysis of recent studies (2012)Experimental and Quasi-Experimental Designs for Research (1963)Educational Research: An Introduction (1965)Active learning : creating excitement in the classroom (1991)Team Learning in a Marketing Principles Course: Cooperative Structures That Facilitate Active Learning and Higher Level Thinking (2002)Achieving Marketing Curriculum Integration: A Live Case Study Approach (2004)Integrating the Development of Graduate Attributes Through Constructive Alignment (2008)Time for life: the surprising ways Americans use their time (1997)Universal usability (2000)A diary study of task switching and interruptions (2004)Information provision for challenging markets: The case of the accessibility requiring market in the context of tourism (2013)How Blind People Interact with Visual Content on Social Networking Services (2016)Automatic Alt-text (2017)WebInSight: (2006)The Universal Access Handbook (2009)More than meets the eye (2010)Accessibility of Indian universities’ homepages: An exploratory study (2016)Examining Image-Based Button Labeling for Accessibility in Android Apps through Large-Scale Analysis (2018)Accessibility in Online Courses: Understanding the Deaf Learner (2019)Mind in Society: The Development of Higher Psychological Processes (1978)Situated Learning: Legitimate Peripheral Participation. (1994)Self-determination theory and the facilitation of intrinsic motivation, social development, and well-being. (2000)The Learning Way (2008)The effects of modern mathematics computer games on mathematics achievement and class motivation (2010)The Role of Leadership in a Digitalized World: A Review (2019)VizWiz (2010)Ability-Based Design (2011)Navigating Graduate School with a Disability (2020)Why Software is Not Accessible: Technology Professionals' Perspectives and Challenges (2020)Higher education teachers’ understandings of and challenges for inclusion and inclusive learning environments: A systematic literature review (2024)Motivational Beliefs, Values, and Goals (2002)The Four-Phase Model of Interest Development (2006)Active learning increases student performance in science, engineering, and mathematics (2014)Improving Student Outcomes in Higher Education: The Science of Targeted Intervention (2017)Teachers’ Covid-19 Awareness, Distance Learning Education Experiences and Perceptions towards Institutional Readiness and Challenges (2020)The Effects of Problem-Based, Project-Based, and Case-Based Learning on Students’ Motivation: a Meta-Analysis (2024)Withdrawing From School (1989)A Revision of Bloom's Taxonomy: An Overview (2002)Identification and Assessment of Intercultural Competence as a Student Outcome of Internationalization (2006)Developing Accessible Services (2019)Accessibility in Software Practice: A Practitioner’s Perspective (2022)Improved Lesson Planning With Universal Design for Learning (UDL) (2012)The effectiveness of universal design for learning: a meta-analysis of literature between 2013 and 2016 (2017)Teacher Empathy: A Model of Empathy for Teaching for Student Success (2019)
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References

  • 1956Taxonomy of Educational Objectives: The Classification of Educational Goals, Handbook I: Cognitive Domain9,342 cited
  • 2005Learning Styles and Learning Spaces: Enhancing Experiential Learning in Higher Education4,977 cited
  • 2005Digital game-based learning: Towards an experiential gaming model1,456 cited
  • 2016Interest Matters694 cited
  • 2008Universal Design in Higher Education: From Principles to Practice.455 cited
  • 2007What Frustrates Screen Reader Users on the Web: A Study of 100 Blind Users354 cited
  • 2000The Additive Effects of Semistructured Classroom Activities on Student Learning: An Application of Classroom-Based Experiential Learning Techniques218 cited
  • 2018Who Teaches Accessibility?127 cited
  • 2013Progress on Website Accessibility?117 cited
  • 2016Best Practices for Teaching Accessibility in University Classrooms98 cited
  • 2006Accessibility first!66 cited
  • 2016Exploring pedagogical culture for accessibility education in computing science61 cited
  • 2007Web accessibility for individuals with cognitive deficits61 cited
  • 2019Teaching Accessibility51 cited
  • 2012A holistic and pragmatic approach to teaching web accessibility in an undergraduate web design course

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48 cited
  • 2016Beyond Web Content Accessibility Guidelines46 cited
  • Cited by

    • 2023Who Wins? A Comparison of Accessibility Simulation Games vs. Classroom Modules22 cited
    • 2023Integrating Accessibility in a Mobile App Development Course21 cited
    • 2024Motivated by Inclusion: Understanding Students' Empathy and Motivation to Design Accessibly Across a Spectrum of Disabilities14 cited
    • 2021Introducing Accessibility to High School Students14 cited
    • 2024Mapping Accessibility Assignments into Core Computer Science Topics: An Empirical Study with Interviews and Surveys of Instructors and Students13 cited
    • 2023ALL: Supporting Experiential Accessibility Education and Inclusive Software Development12 cited
    • 2024From Awareness to Action: Teaching Software Accessibility for Neurodiverse Users9 cited
    • 2024Teaching Digital Accessibility to Industry Professionals using the Community of Practice framework: An Experience Report9 cited
    • 2024Reflections on Incorporating Digital Accessibility in an Operating Systems Course7 cited
    • 2025Empowering access: Integrating multiple means of engagement when teaching accessible design principles4 cited
    • 2023Experiential Educational Accessibility Modules4 cited
    • 2025Opening Digital Doors: Early Lessons in Software Accessibility for K-8 Students3 cited
    • 2024Accessible Learning Labs: Accessibility Education Through Experiential Learning3 cited
    • 2020TPM: Using Experiential Learning to Support Accessibility in Computing Education3 cited
    • 2024Using Accessibility Awareness Interventions to Improve Computing Education2 cited
    • 2026You're on the Ball: Using Games to Explore Accessibility for Neurodivergent Users1 cited