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Empowering access: Integrating multiple means of engagement when teaching accessible design principles
16 references·1 citing·46 second hop
Empowering access: Integrating multiple means of engagement when teaching accessible design principles (2025)Empowering access: Integrating multiple m…Effectiveness of serious games in nurse education: A systematic review (2021)Effectiveness of serious game…Designing Engaging Games for Education: A Systematic Literature Review on Game Motivators and Design Principles (2020)Designing Engaging Games for …The Promise of Empathy (2019)The Promise of EmpathyThe Current Status of Accessibility in Mobile Apps (2019)The Current Status of Accessi…Who Teaches Accessibility? (2018)Who Teaches Accessibility?A meta-analysis with examination of moderators of student cognition, affect, and learning outcomes while using serious educational games, serious games, and simulations (2017)A meta-analysis with examinat…The Disability Studies Reader (2016)The Disability Studies ReaderEnsuring Digital Accessibility Through Process and Policy (2015)Ensuring Digital Accessibilit…A meta-analysis of the cognitive and motivational effects of serious games. (2013)A meta-analysis of the cognit…Improving Student Engagement (2011)Improving Student EngagementUniversal Design for Learning Guidelines, version 1.0. (2008)Universal Design for Learning…Digital Game-Based Learning in high school Computer Science education: Impact on educational effectiveness and student motivation (2008)Digital Game-Based Learning i…Teaching More by Lecturing Less (2005)Teaching More by Lecturing Le…Teaching every student in the digital age: universal design for learning (2003)Teaching every student in the…Digital Natives, Digital Immigrants Part 2: Do They Really Think Differently? (2001)Digital Natives, Digital Immi…Simulation Exercises in Disability Awareness Training: A Critique (1992)Simulation Exercises in Disab…You're on the Ball: Using Games to Explore Accessibility for Neurodivergent Users (2026)You're on the Ball: Using Gam…Teaching and Learning with the Net Generation (2007)The ‘digital natives’ debate: A critical review of the evidence (2008)Language and Learning in the Digital Age (2011)Measuring problem solving skills via stealth assessment in an engaging video game (2016)An Online Engagement Framework for Higher Education (2018)Sense of Belonging and Student Engagement: A Daily Study of First- and Continuing-Generation College Students (2019)Learning How to Learn (1984)Force concept inventory (1992)Interactive-engagement versus traditional methods: A six-thousand-student survey of mechanics test data for introductory physics courses (1998)Active Learning and Student-centered Pedagogy Improve Student Attitudes and Performance in Introductory Biology (2009)Increasing Persistence of College Students in STEM (2013)Improvements from a Flipped Classroom May Simply Be the Fruits of Active Learning (2015)Digital game-based learning (2003)Digital Games, Design, and Learning (2015)Foundations of Game-Based Learning (2015)Digital Game-Based Learning (2020)Digital natives: Where is the evidence? 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(1982)Gamification and serious games: A literature meta-analysis and integrative model (2018)Collaboration and fuzzy-modeled personalization for mobile game-based learning in higher education (2019)Effects of digital game-based STEM education on students’ learning achievement: a meta-analysis (2022)Feminist, Queer, Crip (2013)The Cultural Politics of Emotion (2013)The Cultural Politics of Emotion (2014)"I am just terrified of my future" Epistemic Violence in Disability Related Technology Research (2020)Assessing the Fairness of AI Systems: AI Practitioners' Processes, Challenges, and Needs for Support (2022)The Participatory Turn in AI Design: Theoretical Foundations and the Current State of Practice (2023)Evolutionary origins of stigmatization: The functions of social exclusion. (2001)Decolonising disability: thinking and acting globally (2011)Dis/ability critical race studies (DisCrit): theorizing at the intersections of race and dis/ability (2012)Understanding STEM Education and Supporting Students through Universal Design for Learning (2013)Cross-Pollinating Culturally Sustaining Pedagogy and Universal Design for Learning: Toward an Inclusive Pedagogy That Accounts for Dis/Ability (2016)The state of evidence for social and emotional learning: A contemporary meta-analysis of universal school-based SEL interventions (2023)Computer Simulations to Support Science Instruction and Learning: A critical review of the literature (2011)A User-Centered Theoretical Framework for Meaningful Gamification (2012)Universal Design for Learning (UDL): A Content Analysis of Peer Reviewed Journals from 2012 to 2015 (2016)
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References

  • 2001Digital Natives, Digital Immigrants Part 2: Do They Really Think Differently?4,031 cited
  • 2013A meta-analysis of the cognitive and motivational effects of serious games.1,857 cited
  • 2008Universal Design for Learning Guidelines, version 1.0.1,811 cited
  • 2008Digital Game-Based Learning in high school Computer Science education: Impact on educational effectiveness and student motivation1,689 cited
  • 2016The Disability Studies Reader1,653 cited
  • 2003Teaching every student in the digital age: universal design for learning1,528 cited
  • 2005Teaching More by Lecturing Less878 cited
  • 2011Improving Student Engagement462 cited
  • 2019The Promise of Empathy412 cited
  • 2017A meta-analysis with examination of moderators of student cognition, affect, and learning outcomes while using serious educational games, serious games, and simulations352 cited
  • 2020Designing Engaging Games for Education: A Systematic Literature Review on Game Motivators and Design Principles263 cited
  • 2019The Current Status of Accessibility in Mobile Apps166 cited
  • 2021Effectiveness of serious games in nurse education: A systematic review145 cited
  • 1992Simulation Exercises in Disability Awareness Training: A Critique135 cited
  • 2018

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Who Teaches Accessibility?
127 cited
  • 2015Ensuring Digital Accessibility Through Process and Policy124 cited
  • Cited by

    • 2026You're on the Ball: Using Games to Explore Accessibility for Neurodivergent Users1 cited