Leveling the Playing Field: Using Games to Enhance Accessibility Education in Library and Information Science
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| Title: | Leveling the Playing Field: Using Games to Enhance Accessibility Education in Library and Information Science |
|---|---|
| Language: | English |
| Authors: | Devorah Kletenik, Rachel F. Adler, Bryan Rivera, Melissa Autumn Wong |
| Source: | Information and Learning Sciences. 2026 127(3-4):150-169. |
| Availability: | Emerald Publishing Limited. Howard House, Wagon Lane, Bingley, West Yorkshire, BD16 1WA, UK. Tel: +44-1274-777700; Fax: +44-1274-785201; e-mail: emerald@emeraldinsight.com; Web site: http://www.emerald.com/insight |
| Peer Reviewed: | Y |
| Page Count: | 20 |
| Publication Date: | 2026 |
| Document Type: | Journal Articles Reports - Research |
| Education Level: | Higher Education Postsecondary Education |
| Descriptors: | Library Science, Graduate Students, Library Personnel, Attitudes toward Disabilities, Disabilities, Inclusion, Student Attitudes, Empathy, Accessibility (for Disabled), Computer Software, Gamification, Computer Games, Perspective Taking |
| DOI: | 10.1108/ILS-10-2025-0203 |
| ISSN: | 2398-5348 2398-5356 |
| Abstract: | Purpose: The purpose of this study is to explore the effectiveness of accessibility-focused games as a pedagogical tool for increasing awareness of accessibility in library and information science (LIS) education. Accessibility is essential for library resources and services, yet training on inclusive design remains limited in LIS programs and professional development. Design/methodology/approach: A mixed-methods approach was used with two participant groups. In a course module, 66 LIS students played accessibility-focused games. Pre- and post-surveys measured changes in empathy toward people with disabilities, and responses to hypothetical design scenarios were analyzed for inclusion of accessibility considerations. Open-ended reflections were examined thematically. In a separate pilot workshop, 32 library staff played the games and provided qualitative feedback on their usefulness and relevance. Findings: Students showed a statistically significant increase in empathy (V = 20.5, Z = -6.16, p < 0.0001, r = 0.76) and were significantly more likely to include people with disabilities in design scenarios (p < 0.001, g = 0.44 and 0.45). Student reflections highlighted the games as educational, empathy-building, and motivating for future practice. All staff participants found the games relevant, with the dyslexia game identified as particularly impactful. Originality/value: This study addresses a gap in LIS education research by exploring the use of accessibility-focused games, an area where empirical studies are still scarce. It demonstrates their potential as an innovative tool for building accessibility awareness among future and current information professionals and provides a foundation for integrating game-based learning into LIS curricula and professional development. |
| Abstractor: | As Provided |
| Entry Date: | 2026 |
| Accession Number: | EJ1507317 |
| Database: | ERIC |
| FullText | Text: Availability: 0 |
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| Header | DbId: eric DbLabel: ERIC An: EJ1507317 AccessLevel: 3 PubType: Academic Journal PubTypeId: academicJournal PreciseRelevancyScore: 0 |
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| Items | – Name: Title Label: Title Group: Ti Data: Leveling the Playing Field: Using Games to Enhance Accessibility Education in Library and Information Science – Name: Language Label: Language Group: Lang Data: English – Name: Author Label: Authors Group: Au Data: <searchLink fieldCode="AR" term="%22Devorah+Kletenik%22">Devorah Kletenik</searchLink><br /><searchLink fieldCode="AR" term="%22Rachel+F%2E+Adler%22">Rachel F. Adler</searchLink><br /><searchLink fieldCode="AR" term="%22Bryan+Rivera%22">Bryan Rivera</searchLink><br /><searchLink fieldCode="AR" term="%22Melissa+Autumn+Wong%22">Melissa Autumn Wong</searchLink> – Name: TitleSource Label: Source Group: Src Data: <searchLink fieldCode="SO" term="%22Information+and+Learning+Sciences%22"><i>Information and Learning Sciences</i></searchLink>. 2026 127(3-4):150-169. – Name: Avail Label: Availability Group: Avail Data: Emerald Publishing Limited. Howard House, Wagon Lane, Bingley, West Yorkshire, BD16 1WA, UK. Tel: +44-1274-777700; Fax: +44-1274-785201; e-mail: emerald@emeraldinsight.com; Web site: http://www.emerald.com/insight – Name: PeerReviewed Label: Peer Reviewed Group: SrcInfo Data: Y – Name: Pages Label: Page Count Group: Src Data: 20 – Name: DatePubCY Label: Publication Date Group: Date Data: 2026 – Name: TypeDocument Label: Document Type Group: TypDoc Data: Journal Articles<br />Reports - Research – Name: Audience Label: Education Level Group: Audnce Data: <searchLink fieldCode="EL" term="%22Higher+Education%22">Higher Education</searchLink><br /><searchLink fieldCode="EL" term="%22Postsecondary+Education%22">Postsecondary Education</searchLink> – Name: Subject Label: Descriptors Group: Su Data: <searchLink fieldCode="DE" term="%22Library+Science%22">Library Science</searchLink><br /><searchLink fieldCode="DE" term="%22Graduate+Students%22">Graduate Students</searchLink><br /><searchLink fieldCode="DE" term="%22Library+Personnel%22">Library Personnel</searchLink><br /><searchLink fieldCode="DE" term="%22Attitudes+toward+Disabilities%22">Attitudes toward Disabilities</searchLink><br /><searchLink fieldCode="DE" term="%22Disabilities%22">Disabilities</searchLink><br /><searchLink fieldCode="DE" term="%22Inclusion%22">Inclusion</searchLink><br /><searchLink fieldCode="DE" term="%22Student+Attitudes%22">Student Attitudes</searchLink><br /><searchLink fieldCode="DE" term="%22Empathy%22">Empathy</searchLink><br /><searchLink fieldCode="DE" term="%22Accessibility+%28for+Disabled%29%22">Accessibility (for Disabled)</searchLink><br /><searchLink fieldCode="DE" term="%22Computer+Software%22">Computer Software</searchLink><br /><searchLink fieldCode="DE" term="%22Gamification%22">Gamification</searchLink><br /><searchLink fieldCode="DE" term="%22Computer+Games%22">Computer Games</searchLink><br /><searchLink fieldCode="DE" term="%22Perspective+Taking%22">Perspective Taking</searchLink> – Name: DOI Label: DOI Group: ID Data: 10.1108/ILS-10-2025-0203 – Name: ISSN Label: ISSN Group: ISSN Data: 2398-5348<br />2398-5356 – Name: Abstract Label: Abstract Group: Ab Data: Purpose: The purpose of this study is to explore the effectiveness of accessibility-focused games as a pedagogical tool for increasing awareness of accessibility in library and information science (LIS) education. Accessibility is essential for library resources and services, yet training on inclusive design remains limited in LIS programs and professional development. Design/methodology/approach: A mixed-methods approach was used with two participant groups. In a course module, 66 LIS students played accessibility-focused games. Pre- and post-surveys measured changes in empathy toward people with disabilities, and responses to hypothetical design scenarios were analyzed for inclusion of accessibility considerations. Open-ended reflections were examined thematically. In a separate pilot workshop, 32 library staff played the games and provided qualitative feedback on their usefulness and relevance. Findings: Students showed a statistically significant increase in empathy (V = 20.5, Z = -6.16, p < 0.0001, r = 0.76) and were significantly more likely to include people with disabilities in design scenarios (p < 0.001, g = 0.44 and 0.45). Student reflections highlighted the games as educational, empathy-building, and motivating for future practice. All staff participants found the games relevant, with the dyslexia game identified as particularly impactful. Originality/value: This study addresses a gap in LIS education research by exploring the use of accessibility-focused games, an area where empirical studies are still scarce. It demonstrates their potential as an innovative tool for building accessibility awareness among future and current information professionals and provides a foundation for integrating game-based learning into LIS curricula and professional development. – Name: AbstractInfo Label: Abstractor Group: Ab Data: As Provided – Name: DateEntry Label: Entry Date Group: Date Data: 2026 – Name: AN Label: Accession Number Group: ID Data: EJ1507317 |
| PLink | https://search.ebscohost.com/login.aspx?direct=true&site=eds-live&db=eric&AN=EJ1507317 |
| RecordInfo | BibRecord: BibEntity: Identifiers: – Type: doi Value: 10.1108/ILS-10-2025-0203 Languages: – Text: English PhysicalDescription: Pagination: PageCount: 20 StartPage: 150 Subjects: – SubjectFull: Library Science Type: general – SubjectFull: Graduate Students Type: general – SubjectFull: Library Personnel Type: general – SubjectFull: Attitudes toward Disabilities Type: general – SubjectFull: Disabilities Type: general – SubjectFull: Inclusion Type: general – SubjectFull: Student Attitudes Type: general – SubjectFull: Empathy Type: general – SubjectFull: Accessibility (for Disabled) Type: general – SubjectFull: Computer Software Type: general – SubjectFull: Gamification Type: general – SubjectFull: Computer Games Type: general – SubjectFull: Perspective Taking Type: general Titles: – TitleFull: Leveling the Playing Field: Using Games to Enhance Accessibility Education in Library and Information Science Type: main BibRelationships: HasContributorRelationships: – PersonEntity: Name: NameFull: Devorah Kletenik – PersonEntity: Name: NameFull: Rachel F. Adler – PersonEntity: Name: NameFull: Bryan Rivera – PersonEntity: Name: NameFull: Melissa Autumn Wong IsPartOfRelationships: – BibEntity: Dates: – D: 01 M: 04 Type: published Y: 2026 Identifiers: – Type: issn-print Value: 2398-5348 – Type: issn-electronic Value: 2398-5356 Numbering: – Type: volume Value: 127 – Type: issue Value: 3-4 Titles: – TitleFull: Information and Learning Sciences Type: main |
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