The Nintendo Wii Games Console and its potential for Supporting Disabled Learners in Education PROCEEDINGS
Christopher Bailey, Elaine Pearson, University of Teesside, United Kingdom
E-Learn: World Conference on E-Learning in Corporate, Government, Healthcare, and Higher Education, in Quebec City, Canada ISBN 978-1-880094-63-1 Publisher: Association for the Advancement of Computing in Education (AACE), Chesapeake, VA
This paper describes a new project aimed at investigating the potential of the Nintendo Wii games console to support learners with disabilities. The Wii represents an innovation in the way players interact with games through the use of a remote control input device that provides a more intuitive and interactive means of control. The project builds on existing research that demonstrates that video games can be used successfully in an educational context to develop skills and as a motivational tool. By selecting a variety of game genres and evaluating them with focus groups based on students with particular types of disability, the objective is to examine the accessibility of the games console and evaluate its potential for supporting disabled learners in an educational context. We anticipate the results of our evaluations will enable us to produce an outline specification for bespoke games that can be used in an educational context.
Bailey, C. & Pearson, E. (2007). The Nintendo Wii Games Console and its potential for Supporting Disabled Learners in Education. In T. Bastiaens & S. Carliner (Eds.), Proceedings of E-Learn: World Conference on E-Learning in Corporate, Government, Healthcare, and Higher Education 2007 (pp. 213-217). Chesapeake, VA: Association for the Advancement of Computing in Education (AACE).
© 2007 AACE