Unlock the secrets of accessible online learning in my digital escape room! Experience research-driven puzzles highlighting the struggles of inaccessible content, fostering empathy and awareness. Conclude with an engaging group discussion and Q&A. Are you ready to solve the puzzles and champion digital accessibility?
Please bring your laptop to participate in the digital escape room.
Learning objectives: • Describe how inaccessible content may hinder learning experiences • Articulate the impact that intentions have on the willingness to develop accessible content • Determine potential barriers to developing accessible online content eLearning authoring tools like Articulate Storyline 360 are used to create interactive, dynamic learning experiences without needing programming skills. Easy access to such technology allows designers to build experiences to bring about change. In this study, Storyline 360 was used to develop a digital escape room (DER) about digital accessibility. The DER incorporated game-based learning principles and elements of the Integrated Design Framework for Playful Learning into the design. The Integrated Behavior Model (IBM) constructs were used to examine how they impact faculty willingness to develop accessible content, which is the intended behavior. The construct intention is the most critical determinant of the behavior. The DER is focused on influencing faculty intentions to develop accessible content and their saliency towards the behavior. The experience was also used to provoke self-reflection on barriers that may hinder faculty's ability to create accessible online course content and how to overcome those barriers. The goal of the study was to use the affective domain to evoke empathy as faculty explored an immersive, digital environment to experience issues in online learning that impact learners who may have disabilities. The session will be split into an introduction, demonstration, brief group discussion, and Q&A. The introduction will consist of a brief overview of the research to include the IBM constructs: intentions, knowledge and skills, the salience of the behavior, habit, and environmental constraints. During the demonstration, you will choose which of the inaccessible puzzles from the DER to attempt. Will you solve the clue? What will you learn from each suspect, and how does your experience with the puzzle relate to issues for online learners with disabilities? During the group discussion, you will be asked to reflect on your intentions, knowledge and skills, saliency, habits, and environmental constraints regarding developing accessible content. We will talk about how the constructs of the IBM may impact whether or not we develop accessible course content. The discussion may uncover barriers or gaps that you may need to address. The session will end with questions and answers. Takeaways: • Experience learning activities through the lens of an online learner who may have a disability • See how the use a multidisciplinary approach to design is used to raise awareness about issues in distance learning regarding digital accessibility • Identify your readiness and intentions to develop accessible course content

Escape the Inaccessible: A Digital Escape Room Whodunit about Digital Accessibility
Track
Equity, Access, and Inclusion in Digital Education
Description
Track: Equity, Access, and Inclusion in Digital Education
Session Type: Workshop (90 min)
Institution Level: Higher Ed, Industry
Audience Level: Novice
Intended Audience: Design Thinkers, Faculty, Training Professionals
Special Session Designation: Focused on Diversity, Equity, Inclusion, and Belonging (DEIB), For Instructional Designers, Presenting Original Research
Session Resource
Session Resource