“Gamified Learning for Accessibility: Teaching Through Play at Limbitless Solutions” by Dombrowski and Smith – ACM SIGGRAPH HISTORY ARCHIVES

“Gamified Learning for Accessibility: Teaching Through Play at Limbitless Solutions” by Dombrowski and Smith

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Conference:


Title:

    Gamified Learning for Accessibility: Teaching Through Play at Limbitless Solutions

Session/Category Title:

    Educator's Forum

Presenter(s)/Author(s):


Interest Area:


    Art / Design, Gaming & Entertainment, New Technologies, Production & Animation, and Research / Education

Abstract:


    How can gamification and interactive learning revolutionize computer graphics education while making a tangible social impact? At Limbitless Solutions, an interdisciplinary team of 61 undergraduate students from six UCF colleges collaborates to develop adaptive video games that help individuals with limb differences and neuromuscular conditions learn to use bionic prosthetics and hands-free wheelchairs. This talk explores how serious games, interactive techniques, and accessibility-driven design foster engagement, empathy, and innovation in CG classrooms and beyond. We will explore the educator approach to working with student teams in designing and implementing Project Xavier, an ALS training game using adaptive controllers and EMG flex sensors, and Limbitless’ bionic training games, which help children master their prosthetics through play. By merging real-world challenges with gamification principles, these projects teach students problem-solving, human-centered design, and collaborative development while advancing inclusive technology. The session will breakdown how gamified learning techniques can be adapted into CG courses, offering a scalable, adaptable framework for integrating interactive media, animation, and digital storytelling into curricula. Attendees will gain insight into how real-world projects inspire student creativity, enhance technical skills, and prepare them for game design, animation, and emerging media careers. Talk Takeaways: • How serious games and gamification enhance accessibility and skill acquisition. • The power of interdisciplinary collaboration in CG education. • Practical techniques for integrating interactive, experiential assignments into courses. • How educators can inspire students to develop empathy-driven design solutions.


ACM Digital Library Publication:




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