Children, education and accessibility
Learning tasks should assess the stated action while accessibility supports different motor and sensory channels. Each overview separates player actions, state changes and alternative rules. Examples are hypothetical design scenarios, not claims about a named game. A prototype check states an observable question for the next iteration. Existing detailed references remain separately linked from the direction map.
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Mechanics and variants
1Mathematics, science and inquiry challengesOverview and example ↗Learning tasks require mathematical or inquiry actions and explain results through observable relationships.4
Mechanic variants
- Quantity models connect symbols to objects.
- Hypotheses predict results before testing.
- Single-variable changes permit condition comparisons.
- Explanations transfer solutions to a new task.
Design example. A player changes a game pendulum's length and first predicts how its period will change. Prototype check: Test transfer to a new problem rather than repetition of a familiar screen; learning efficacy needs separate study.
2Professional simulators and procedural practiceOverview and example ↗Procedural practice reproduces a specified sequence of decisions and actions with feedback on missing conditions and errors.4
Mechanic variants
- Demonstrations show goals and stage order.
- Practice permits safely repeating a step.
- Branches test actions under changed conditions.
- Debriefs distinguish correct outcomes from faulty processes.
Design example. An equipment trainer changes one indicator and requires a different branch of its simulated procedure. Prototype check: Review the scenario with a domain specialist; completing a game sequence alone does not establish professional competence.
3Argumentation, source verification and critical readingOverview and example ↗Critical reading compares claims with sources, evidential quality and possible alternative explanations.4
Mechanic variants
- Provenance connects a quote to original material.
- Context tests the limits of an inference.
- Arguments separate evidence from the claim.
- Counterexamples test an overbroad generalization.
Design example. A player compares a headline with its table and notices the conclusion applies to only one observed group. Prototype check: Test reasoning about evidence rather than selecting by visual appearance or a familiar source name.
4Accessible play across motor and sensory abilitiesOverview and example ↗Accessibility preserves a challenge's meaning across perception and movement differences through configurable controls and presentation.4
Mechanic variants
- Remapping changes the physical command method.
- Redundant cues communicate through several channels.
- Timing settings alter available response windows.
- Simplified gestures replace inaccessible holds or chords.
Design example. A rhythmic door presents visual and audio pulses and permits widening the input window independently of volume. Prototype check: Test complete sequences with one channel absent and alternate input; settings should persist and apply before tutorials.
Sources and examples
Sources support particular techniques or methodology, not every family variant. Design examples and mechanic combinations are illustrative.
- Game Accessibility Guidelines
The guideline authors’ primary reference on motor, sensory and cognitive accessibility.
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