This Gaming 4 Good (G4G) work-in-progress project aims to enhance participation and success in STEM education for individuals with disabilities (IWD) by using video game design as an educational tool to teach computational thinking (CT) and foster positive STEM identities. Recognizing the diverse challenges faced by IWD, G4G adopts a transdiagnostic approach, focusing on shared experiences rather than specific diagnoses to create an inclusive learning environment. The project takes place in informal settings, such as after-school programs and summer camps, where students participate in extended game jams to develop and design video games. Through these hands-on activities, learners engage in data practices, systems thinking, and collaborative problem-solving, making STEM learning accessible and engaging for neurodiverse populations. By continuously involving IWD, their caregivers, and subject matter experts in the co-design process, G4G ensures that the program meets diverse learning needs and is applicable in real-world settings. Ultimately, G4G seeks to empower IWD by fostering their interest and skills in STEM, thereby creating pathways for their success in future opportunities.
more »
« less
This content will become publicly available on April 23, 2026
Co-Designing an Augmented Reality Executive Function Support Learning Technology
[NAME] is an initiative aimed at supporting students with executive function (EF) disabilities through the use of augmented reality (AR). The use of a co-design process is central to its development, which involves collaborating with neurodiverse co-designers to ensure the tool meets the unique needs of this population (Spiel at al., 2022). By working closely with students from [NAME], design and development of this technology was consistently informed by the needs of the neurodiversity community. The co-design approach emphasized inclusivity and active participation, involving open dialogue, feedback sessions, and iterative design cycles. This process allowed the project team to refine the tool based on real-world usage and feedback. One of the main goals of [NAME] is to create an engaging and supportive user experience. By understanding the specific challenges faced by students with EF differences, such as ADHD, the team developed features that addressed these challenges directly. The AR interface was designed to be intuitive and interactive, helping students stay focused on their STEM related tasks. The tool uses machine learning algorithms to monitor students' attention and distractibility, providing feedback and adjusting prompts as needed. This adaptive feature is important for creating a supportive learning environment that evolves with the student’s progress (Ahmad, 2015). Personalized prompts and reminders will then be tailored to each student’s needs, providing timely support to help them stay on track. The co-design process empowers neurodiverse students by giving them a voice in the development of the tools they will use. By incorporating their feedback and insights, [NAME] ensures that the final product is both practical and empowering. This approach enhances the tool's effectiveness and fosters a sense of ownership and confidence among the students. The innovative co-design methodology used in [NAME] sets a precedent for future educational technologies. By demonstrating the value of inclusive design and the potential of AR in education, the project paves the way for more accessible and effective learning tools. The ultimate vision is for [NAME] is to serve as a model for scalable interventions that support a wide range of learners in both academic and workplace settings. The co-design features of [NAME] highlight the importance of collaboration, personalization, and adaptability in creating educational tools that meet the needs of neurodiverse students (Armstrong, 2012). By leveraging AR and involving the end-users in the design process, [NAME] aims to improve how students with EF disabilities engage with STEM learning.
more »
« less
- Award ID(s):
- 2202291
- PAR ID:
- 10633700
- Publisher / Repository:
- AERA Online Repository
- Date Published:
- Format(s):
- Medium: X
- Location:
- https://www.aera.net/Publications/Online-Paper-Repository/AERA-Online-Paper-Repository
- Sponsoring Org:
- National Science Foundation
More Like this
-
-
The purpose of this research was to study the experiences of middle-school teachers of autistic students during the co-design of neurodiverse pedagogies for computational thinking (CT) within the context of a research practitioner partnership (RPP). This knowledge building partnership was founded on the neurodiversity paradigm and challenges the assumption that individuals with disabilities are exceptions for which accommodations must be made. Neurodiversity, here, is viewed as the natural variation of neurological differences and as such is proposed to be the baseline in every educational setting (Silberman, 2016; Walker, n.d.). When neurodiversity is seen as a baseline for an educational community, the focus is on educating diverse (whole) individuals rather than planning and teaching a standard computational thinking curriculum, while adding accommodations or adaptations to meet the needs of individual students. Our paper presents the results from a critical event analysis using qualitative data collected during the first year of a three-year mixed methods study, which includes teacher workshop mini-interviews and teacher embodied interviews. In this study, we ask: How do teachers experience the co-designing of neurodiverse pedagogies for computational thinking in a research practitioner partnership? And, how do these teachers modify and diversify their teaching practices of CT?more » « less
-
This paper reports on a fully inclusive co-design process of an informal VR science game intended to be accessible to a broad range of learners. The co-design embraces the `nothing about us without' us movement by ensuring that stakeholder voices have a prominent role throughout the design process. In the project described in this paper, professional designers and researchers work with a team of neurodiverse stakeholders as peer members of the design team. The design process is described, and the findings based on feedback from all co-design participants is reported. Recommendations for others in the field are provided to help guide those interested in implementing an effective and inclusive co-design process.more » « less
-
ABSTRACT BackgroundEducational technologies typically provide teachers with analytics regarding student proficiency, but few digital tools provide teachers with process‐based information about students' variable problem‐solving strategies as they solve problems. Utilising design thinking and co‐designing with teachers can provide insight to researchers about what educators need to make instructional decisions based on student problem‐solving data. ObjectivesThis case study presents a collaboration where researchers and teachers co‐designed MathFlowLens, a teacher‐facing dashboard that provides analytics and visualisations about students' diverse problem‐solving strategies and behaviours used when solving online math problems in the classroom. MethodsOver several sessions, teachers discussed, mocked up, and were provided with behavioural data and strategy visualisations from students' math problem‐solving that demonstrated the variability of strategic approaches. Throughout this process, the team documented, transcribed, and used these conversations and artefacts to inform the design and development of the teacher tool. Results and ConclusionsTeachers discussed and designed prototypes of data dashboards and provided the research team with ongoing feedback to inform the iteration of the tool development.more » « less
-
Augmented reality (AR) can be a useful educational tool which allows the representation of concepts that are otherwise invisible and difficult to visualize. We designed an augmented reality tool (the Holoboard) for learning about circuits and voltage, and deployed it in a summer school course for students to use. The students were hesitant to use the tool for several reasons, but those who did had a positive experience and found the tool to be helpful. Overall, tools were used by students who had an independent approach to problem-solving, and students preferred tools that were easily accessible and did not disrupt their workflow. We conclude with suggestions to improve the Holoboard to tailor it to the needs of students.more » « less
An official website of the United States government
