Standard

Designing Tabletop Games for Individuals with Disabilities Through Student Project Activity: book chapter. / Bystrova, Tatiana; Tokarskaja, Liydmila.
The World of Games: Technologies for Experimenting, Thinking, Learning : : book. ред. / D. Bylieva; A. Nordmann. Том 829 Springer Science and Business Media B.V., 2023. стр. 143-159 (Lecture Notes in Networks and Systems).

Результаты исследований: Глава в книге, отчете, сборнике статейМатериалы конференцииРецензирование

Harvard

Bystrova, T & Tokarskaja, L 2023, Designing Tabletop Games for Individuals with Disabilities Through Student Project Activity: book chapter. в D Bylieva & A Nordmann (ред.), The World of Games: Technologies for Experimenting, Thinking, Learning : : book. Том. 829, Lecture Notes in Networks and Systems, Springer Science and Business Media B.V., стр. 143-159. https://doi.org/10.1007/978-3-031-48016-4_11

APA

Bystrova, T., & Tokarskaja, L. (2023). Designing Tabletop Games for Individuals with Disabilities Through Student Project Activity: book chapter. в D. Bylieva, & A. Nordmann (Ред.), The World of Games: Technologies for Experimenting, Thinking, Learning : : book (Том 829, стр. 143-159). (Lecture Notes in Networks and Systems). Springer Science and Business Media B.V.. https://doi.org/10.1007/978-3-031-48016-4_11

Vancouver

Bystrova T, Tokarskaja L. Designing Tabletop Games for Individuals with Disabilities Through Student Project Activity: book chapter. в Bylieva D, Nordmann A, Редакторы, The World of Games: Technologies for Experimenting, Thinking, Learning : : book. Том 829. Springer Science and Business Media B.V. 2023. стр. 143-159. (Lecture Notes in Networks and Systems). doi: 10.1007/978-3-031-48016-4_11

Author

Bystrova, Tatiana ; Tokarskaja, Liydmila. / Designing Tabletop Games for Individuals with Disabilities Through Student Project Activity : book chapter. The World of Games: Technologies for Experimenting, Thinking, Learning : : book. Редактор / D. Bylieva ; A. Nordmann. Том 829 Springer Science and Business Media B.V., 2023. стр. 143-159 (Lecture Notes in Networks and Systems).

BibTeX

@inproceedings{b46bdc4aa7944360a6e2b090f89259ac,
title = "Designing Tabletop Games for Individuals with Disabilities Through Student Project Activity: book chapter",
abstract = "Based on the author{\textquoteright}s practical experience, the significance and design of board games in the education of people with disabilities, including those performed by university students as part of their project activities, are analyzed. The projects aimed to create a series of games catering to individuals with different disabilities, including visual and hearing impairments, musculoskeletal disorders, intellectual disabilities, and autism spectrum disorders. These games were developed in response to requests from educational institutions, psychological and pedagogical support centers, and cultural institutions. The games presented in this article are based on pre-project research conducted by the students, which focused on understanding the needs of the target audience and incorporating specific design and architectural elements into the games. The article showcases the concepts, scenarios, and designs of six games, which were created by using tactile, paper-based, and digital platforms. These games not only promote the development of tactile and emotional sensations in children and adolescents but also familiarize them with the functioning of institutions and traditional culture. Throughout the project, over 100 participants were involved in both the pre-project research and the subsequent research conducted after the games{\textquoteright} completion. The proposed games have potential value for educators and psychologists working in various organizations, regardless of their type or affiliation. Additionally, the game creation technology employed in this project can be applied to project-based activities involving students from different universities and fields of study. {\textcopyright} 2023, The Author(s), under exclusive license to Springer Nature Switzerland AG.",
author = "Tatiana Bystrova and Liydmila Tokarskaja",
year = "2023",
month = nov,
day = "18",
doi = "10.1007/978-3-031-48016-4_11",
language = "English",
isbn = "978-303148015-7",
volume = "829",
series = "Lecture Notes in Networks and Systems",
publisher = "Springer Science and Business Media B.V.",
pages = "143--159",
editor = "D. Bylieva and A. Nordmann",
booktitle = "The World of Games: Technologies for Experimenting, Thinking, Learning :",
address = "United States",

}

RIS

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N2 - Based on the author’s practical experience, the significance and design of board games in the education of people with disabilities, including those performed by university students as part of their project activities, are analyzed. The projects aimed to create a series of games catering to individuals with different disabilities, including visual and hearing impairments, musculoskeletal disorders, intellectual disabilities, and autism spectrum disorders. These games were developed in response to requests from educational institutions, psychological and pedagogical support centers, and cultural institutions. The games presented in this article are based on pre-project research conducted by the students, which focused on understanding the needs of the target audience and incorporating specific design and architectural elements into the games. The article showcases the concepts, scenarios, and designs of six games, which were created by using tactile, paper-based, and digital platforms. These games not only promote the development of tactile and emotional sensations in children and adolescents but also familiarize them with the functioning of institutions and traditional culture. Throughout the project, over 100 participants were involved in both the pre-project research and the subsequent research conducted after the games’ completion. The proposed games have potential value for educators and psychologists working in various organizations, regardless of their type or affiliation. Additionally, the game creation technology employed in this project can be applied to project-based activities involving students from different universities and fields of study. © 2023, The Author(s), under exclusive license to Springer Nature Switzerland AG.

AB - Based on the author’s practical experience, the significance and design of board games in the education of people with disabilities, including those performed by university students as part of their project activities, are analyzed. The projects aimed to create a series of games catering to individuals with different disabilities, including visual and hearing impairments, musculoskeletal disorders, intellectual disabilities, and autism spectrum disorders. These games were developed in response to requests from educational institutions, psychological and pedagogical support centers, and cultural institutions. The games presented in this article are based on pre-project research conducted by the students, which focused on understanding the needs of the target audience and incorporating specific design and architectural elements into the games. The article showcases the concepts, scenarios, and designs of six games, which were created by using tactile, paper-based, and digital platforms. These games not only promote the development of tactile and emotional sensations in children and adolescents but also familiarize them with the functioning of institutions and traditional culture. Throughout the project, over 100 participants were involved in both the pre-project research and the subsequent research conducted after the games’ completion. The proposed games have potential value for educators and psychologists working in various organizations, regardless of their type or affiliation. Additionally, the game creation technology employed in this project can be applied to project-based activities involving students from different universities and fields of study. © 2023, The Author(s), under exclusive license to Springer Nature Switzerland AG.

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