Proceedings of the 51st ACM Technical Symposium on Computer Science Education 2020
DOI: 10.1145/3328778.3366843
|View full text |Cite
|
Sign up to set email alerts
|

A Systematic Analysis of Accessibility in Computing Education Research

Help me understand this report

Search citation statements

Order By: Relevance

Paper Sections

Select...
2
2

Citation Types

0
16
0
2

Year Published

2020
2020
2024
2024

Publication Types

Select...
5
2

Relationship

0
7

Authors

Journals

citations
Cited by 49 publications
(18 citation statements)
references
References 17 publications
0
16
0
2
Order By: Relevance
“…We found four SLRs [24]- [27] [25] conducted a historical review of the accessibility of online higher education. This was done using two concepts: ''authentic accessibility'' and ''programmatic definition'', each of which examined actual practice.…”
Section: ) Identification Of Need For a Systematic Literature Reviewmentioning
confidence: 99%
See 1 more Smart Citation
“…We found four SLRs [24]- [27] [25] conducted a historical review of the accessibility of online higher education. This was done using two concepts: ''authentic accessibility'' and ''programmatic definition'', each of which examined actual practice.…”
Section: ) Identification Of Need For a Systematic Literature Reviewmentioning
confidence: 99%
“…They also noted that some countries have legislation but still facing web accessibility issue due to not proper implementation of web accessibility law. 4) In 2020 C. M. Baker, Y. N. El-Glaly, and K. Shinohara [27], conducted research on SLR to identify common themes and methods covered in the computer education literature, with a particular focus on how the research seeks to improve ways to integrate accessibility into the computer education curriculum. Despite the general consensus that teaching accessibility in the computer science curriculum is good, there are few tools and resources to support instructors in higher education.…”
Section: ) Identification Of Need For a Systematic Literature Reviewmentioning
confidence: 99%
“…The review provides a quantitative analysis of the teaching of accessibility, reporting the frequencies of different pedagogies used, and the coverage of accessibility concepts within courses. Baker, El-Glaly & Shinohara's (2020) locus is on what teaching is taking place, from a form and content perspective, rather than assessing quality, what is being researched and the specific pedagogic themes arising.…”
Section: Existing Reviewsmentioning
confidence: 99%
“…In short, we anticipate that this review will complement and supplement previous work, as it serves a different end. A focus on strategic development of the curriculum, types and locations of accessibility education are valuable to the field, as they seek to urgently assist the mapping and scaling of accessibility skills and capacity, in terms or 'what' and 'where' Social Science Protocols, May 2020, 1-11. http://dx.doi.org/10.7565/ssp.2020.2811 4 teaching can take place (Baker, El-Glaly, & Shinohara, 2020;Nishchyk & Chen, 2018). In turn, our work seeks to address 'how' accessibility can be taught and establish what is empirically known, in order to establish a baseline of evidence that teachers can work with in the development of their own teaching and in-class pedagogic practices.…”
Section: Existing Reviewsmentioning
confidence: 99%
“…This special issue focuses on how to improve universal access to educational data, with emphasis on (a) new technologies and associated data in educational contexts: artificial intelligence systems [70], robotics [71][72][73], augmented [74][75][76] and virtual reality (VR) [77][78][79][80][81], and educational data integration and management [82]; (b) the role of data in the digital transformation and future of higher education: Personal Learning Environments (PLE) [83,84], mobile PLE [85,86], stealth assessment [87], technology-supported collaboration and teamwork in educational environments [88], and student's engagement and interactions [89,90]; (c) user and case studies on ICTs in education [91,92]; (d) educational data in serious games and gamification: gamification design [93][94][95][96], serious game mechanics for education [97,98], ubiquitous/pervasive gaming [99], and game-based learning and teaching programming [100,101]; and (e) educational data visualization and data mining [102]: learning analytics [103], knowledge discovery [104], user experience [105,106], social impact [107], good practices [108], and accessibility …”
mentioning
confidence: 99%