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Magnifying Glass

Description

The "Magnifying Glass" is a simple widget that magnifies text and images.The widget shows a magnifying glass that the user can drag over text and/or images. When the magnifying glass stays on the spot for more than 2 seconds, it zooms in and make the text appear larger or zoom into the image. Developed as part of the JISC Widgets for Inclusive Distributed Environments (WIDE) project. WIDE is a joint project between the Accessibility Research Centre at Teesside University, JISC TechDis and Portland College that aims to make online learning more accessible and inclusive for disabled students/learners. Our objective is to develop open educational resources that improve or support the learning experience and can be shared and that can be shared and adapted by the community. This project exte

Subjects

visual impairments | magnify | zoom | accessibility | widgets | accessibility research centre | Technologies | J000

License

Attribution-Noncommercial-Share Alike 2.0 UK: England & Wales Attribution-Noncommercial-Share Alike 2.0 UK: England & Wales http://creativecommons.org/licenses/by-nc-sa/2.0/uk/ http://creativecommons.org/licenses/by-nc-sa/2.0/uk/

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24.973 Advanced Semantics (MIT) 24.973 Advanced Semantics (MIT)

Description

This course is the second of the three parts of our graduate introduction to semantics. The others are 24.970 Introduction to Semantics and 24.954 Pragmatics in Linguistic Theory. Like the other courses, this one is not meant as an overview of the field and its current developments. Our aim is to help you to develop the ability for semantic analysis, and we think that exploring a few topics in detail together with hands-on practical work is more effective than offering a bird's-eye view of everything. Once you have gained some experience in doing semantic analysis, reading around in the many recent handbooks and in current issues of major journals and attending our seminars and colloquia will give you all you need to prosper. Because we want to focus, we need to make difficult choices as This course is the second of the three parts of our graduate introduction to semantics. The others are 24.970 Introduction to Semantics and 24.954 Pragmatics in Linguistic Theory. Like the other courses, this one is not meant as an overview of the field and its current developments. Our aim is to help you to develop the ability for semantic analysis, and we think that exploring a few topics in detail together with hands-on practical work is more effective than offering a bird's-eye view of everything. Once you have gained some experience in doing semantic analysis, reading around in the many recent handbooks and in current issues of major journals and attending our seminars and colloquia will give you all you need to prosper. Because we want to focus, we need to make difficult choices as

Subjects

semantics | semantics | logic | logic | meaning | meaning | syntactic systems | syntactic systems | generative grammar | generative grammar | displacement | displacement | intensional semantics | intensional semantics | Hintikka's idea | Hintikka's idea | accessibility relations | accessibility relations | modality | modality | quantificational theory of modality | quantificational theory of modality | material implication analysis | material implication analysis | strict implication analysis | strict implication analysis | tense | tense | conditionals | conditionals | progressive | progressive | perfect | perfect | de re | de re | de dicto | de dicto | raised subjects | raised subjects | scope paradox | scope paradox | overt world variables | overt world variables | restrictors | restrictors | syntax movement | syntax movement | wh-movement | wh-movement | DP | DP | VP | VP

License

Content within individual OCW courses is (c) by the individual authors unless otherwise noted. MIT OpenCourseWare materials are licensed by the Massachusetts Institute of Technology under a Creative Commons License (Attribution-NonCommercial-ShareAlike). For further information see http://ocw.mit.edu/terms/index.htm

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Lecture 4: Prototyping Lecture 4: Prototyping

Description

Description: Before games come to market, they undergo several tests: Are there technical glitches? Can players easily get started? Is the gameplay what the designers intended? Sara Verrilli discusses how and why to conduct focus testing. Instructors/speakers: Philip Tan, Jason Begy, Sara Verrilli (Singapore-MIT GAMBIT Game Lab)Keywords: playtesting, prototyping, strategy, user feedback, technical testing, design specification, player experience, focus testing, usability testing, target audience, accessibility, marketing, surveys, data collection, board games, video games, card games, teamwork, diplomacy, dynamic, aesthetic, mechanicTranscript: PDFSubtitles: SRTAudio - download: Internet Archive (MP3)Audio - download: iTunes U (MP3)(CC BY-NC-SA) Description: Before games come to market, they undergo several tests: Are there technical glitches? Can players easily get started? Is the gameplay what the designers intended? Sara Verrilli discusses how and why to conduct focus testing. Instructors/speakers: Philip Tan, Jason Begy, Sara Verrilli (Singapore-MIT GAMBIT Game Lab)Keywords: playtesting, prototyping, strategy, user feedback, technical testing, design specification, player experience, focus testing, usability testing, target audience, accessibility, marketing, surveys, data collection, board games, video games, card games, teamwork, diplomacy, dynamic, aesthetic, mechanicTranscript: PDFSubtitles: SRTAudio - download: Internet Archive (MP3)Audio - download: iTunes U (MP3)(CC BY-NC-SA)

Subjects

playtesting | playtesting | prototyping | prototyping | strategy | strategy | user feedback | user feedback | technical testing | technical testing | design specification | design specification | player experience | player experience | focus testing | focus testing | usability testing | usability testing | target audience | target audience | accessibility | accessibility | marketing | marketing | surveys | surveys | data collection | data collection | board games | board games | video games | video games | card games | card games | teamwork | teamwork | diplomacy | diplomacy | dynamic | dynamic | aesthetic | aesthetic | mechanic | mechanic

License

Content within individual OCW courses is (c) by the individual authors unless otherwise noted. MIT OpenCourseWare materials are licensed by the Massachusetts Institute of Technology under a Creative Commons License (Attribution-NonCommercial-ShareAlike). For further information see http://ocw.mit.edu/terms/index.htm

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http://ocw.mit.edu/courses/comparative-media-studies/cms-608-game-design-fall-2010/audio-lectures/rss.xml

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Lecture 21: Games as Teaching Tools Lecture 21: Games as Teaching Tools

Description

Description: A panel of game developers from the Education Arcade and Learning Games Network talk about their research, effectively connecting learning and games, engaging a target audience, defining and evaluating success, and common design pitfalls. Instructors/speakers: Philip Tan, Jason Begy, Konstantin Mitgutsch, Dan Roy, Scot OsterweilKeywords: education, target audience, accessibility, literacy, user feedback, evaluation, playtesting, prototyping, usability, math, science, language, puzzles, teaching, pedagogy, learningTranscript: PDFSubtitles: SRTAudio - download: Internet Archive (MP3)Audio - download: iTunes U (MP3)(CC BY-NC-SA) Description: A panel of game developers from the Education Arcade and Learning Games Network talk about their research, effectively connecting learning and games, engaging a target audience, defining and evaluating success, and common design pitfalls. Instructors/speakers: Philip Tan, Jason Begy, Konstantin Mitgutsch, Dan Roy, Scot OsterweilKeywords: education, target audience, accessibility, literacy, user feedback, evaluation, playtesting, prototyping, usability, math, science, language, puzzles, teaching, pedagogy, learningTranscript: PDFSubtitles: SRTAudio - download: Internet Archive (MP3)Audio - download: iTunes U (MP3)(CC BY-NC-SA)

Subjects

education | education | target audience | target audience | accessibility | accessibility | literacy | literacy | user feedback | user feedback | evaluation | evaluation | playtesting | playtesting | prototyping | prototyping | usability | usability | math | math | science | science | language | language | puzzles | puzzles | teaching | teaching | pedagogy | pedagogy | learning | learning

License

Content within individual OCW courses is (c) by the individual authors unless otherwise noted. MIT OpenCourseWare materials are licensed by the Massachusetts Institute of Technology under a Creative Commons License (Attribution-NonCommercial-ShareAlike). For further information see http://ocw.mit.edu/terms/index.htm

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http://ocw.mit.edu/courses/comparative-media-studies/cms-608-game-design-fall-2010/audio-lectures/rss.xml

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11.953 Comparative Land Use and Transportation Planning (MIT) 11.953 Comparative Land Use and Transportation Planning (MIT)

Description

This course focuses on the land use-transportation "interaction space" in metropolitan settings. The course aims to develop an understanding of relevant theories and analytical techniques, through the exploration of various cases drawn from different parts of the world. The course begins with an overview of the role of transportation in patterns of urban development and metropolitan growth. It introduces the concept of accessibility and related issues of individual and firm travel demand. Later in the semester, students will explore the influence of the metropolitan built environment on travel behavior and the role of transportation on metropolitan land development. The course will conclude with an examination of the implications of the land use-transportation interaction space for metro This course focuses on the land use-transportation "interaction space" in metropolitan settings. The course aims to develop an understanding of relevant theories and analytical techniques, through the exploration of various cases drawn from different parts of the world. The course begins with an overview of the role of transportation in patterns of urban development and metropolitan growth. It introduces the concept of accessibility and related issues of individual and firm travel demand. Later in the semester, students will explore the influence of the metropolitan built environment on travel behavior and the role of transportation on metropolitan land development. The course will conclude with an examination of the implications of the land use-transportation interaction space for metro

Subjects

land use | land use | transportation | transportation | metropolitan growth | metropolitan growth | growth trends | growth trends | urban development | urban development | planning institutions | planning institutions | travel behavior | travel behavior | influence of the built environment | influence of the built environment | forecasting | forecasting | accessibility | accessibility | travel demand | travel demand | financial instruments | financial instruments | transportation networks | transportation networks

License

Content within individual OCW courses is (c) by the individual authors unless otherwise noted. MIT OpenCourseWare materials are licensed by the Massachusetts Institute of Technology under a Creative Commons License (Attribution-NonCommercial-ShareAlike). For further information see http://ocw.mit.edu/terms/index.htm

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6.811 Principles and Practice of Assistive Technology (MIT) 6.811 Principles and Practice of Assistive Technology (MIT)

Description

Includes audio/video content: AV faculty introductions, AV special element video. 6.811: Principles and Practice of Assistive Technology (PPAT) is an interdisciplinary, project-based course, centered around a design project in which small teams of students work closely with a person with a disability in the Cambridge area to design a device, piece of equipment, app, or other solution that helps them live more independently. Includes audio/video content: AV faculty introductions, AV special element video. 6.811: Principles and Practice of Assistive Technology (PPAT) is an interdisciplinary, project-based course, centered around a design project in which small teams of students work closely with a person with a disability in the Cambridge area to design a device, piece of equipment, app, or other solution that helps them live more independently.

Subjects

assistive technology | assistive technology | disability | disability | human-computer interface | human-computer interface | cognitive impairment | cognitive impairment | screen reader | screen reader | head tracker | head tracker | eye tracker | eye tracker | user centered design | user centered design | experimental ethics | experimental ethics | accessibility | accessibility | electronics | electronics

License

Content within individual OCW courses is (c) by the individual authors unless otherwise noted. MIT OpenCourseWare materials are licensed by the Massachusetts Institute of Technology under a Creative Commons License (Attribution-NonCommercial-ShareAlike). For further information see http://ocw.mit.edu/terms/index.htm

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Mobile devices and copyright - questions answered

Description

In this video a panel of specialists discuss questions that have been posted by practitioners on security and mobile devices. The panel address issues such as accessibility and use of copyright (run time 10mins 3secs)

Subjects

mobiles | mobile devices | mobile technology | copyright | accessibility | data protection | Education | X000

License

Attribution-Noncommercial-Share Alike 2.0 UK: England & Wales Attribution-Noncommercial-Share Alike 2.0 UK: England & Wales http://creativecommons.org/licenses/by-nc-sa/2.0/uk/ http://creativecommons.org/licenses/by-nc-sa/2.0/uk/

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Developing Resources Using Emerging Technologies

Description

During this lesson, we will identify the strengths and limitations of a range of resources, including new and emerging technologies. As part of the lesson, we will be reviewing how these resources can be used to promote equality and support diversity and also how technology can contribute to effective learning.

Subjects

mobile learning | accessibility | barriers to using technology | effective e-learning | EDUCATION / TRAINING / TEACHING | G

License

Attribution-Noncommercial-Share Alike 2.0 UK: England & Wales Attribution-Noncommercial-Share Alike 2.0 UK: England & Wales http://creativecommons.org/licenses/by-nc-sa/2.0/uk/ http://creativecommons.org/licenses/by-nc-sa/2.0/uk/

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Memory and Attention Span

Description

Zipped website - Memory and Attention Span - Memory and Attention Span: Memory, Attention Span, Variety of Activities, Factors which may affect a child's ability to concentrate, The development of Maths and Science Concepts: Maths and Science Concepts, Maths and Science concepts for pre-school children, Maths and Science in The National Curriculum, Activities, Accessibility and Children's Enjoyment, Creativity: Guidelines for promoting children's creativity, Creative Play, Imagination and Development: What is imagination?, Imaginative play, guidelines for encouraging imagination and creativity, Why some children have difficulty or are reluctant to participate in imaginative and creative activities, Role Play

Subjects

zip | memory and attntion span | concentration | maths and science concepts | accessibility | creativity | imagination and development | creative activities | HEALTH CARE / MEDICINE / HEALTH and SAFETY | P

License

Attribution-Noncommercial 2.0 UK: England & Wales Attribution-Noncommercial 2.0 UK: England & Wales http://creativecommons.org/licenses/by-nc/2.0/uk/ http://creativecommons.org/licenses/by-nc/2.0/uk/

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Lecture 4: Prototyping

Description

Description: Before games come to market, they undergo several tests: Are there technical glitches? Can players easily get started? Is the gameplay what the designers intended? Sara Verrilli discusses how and why to conduct focus testing. Instructors/speakers: Philip Tan, Jason Begy, Sara Verrilli (Singapore-MIT GAMBIT Game Lab)Keywords: playtesting, prototyping, strategy, user feedback, technical testing, design specification, player experience, focus testing, usability testing, target audience, accessibility, marketing, surveys, data collection, board games, video games, card games, teamwork, diplomacy, dynamic, aesthetic, mechanicTranscript: PDFSubtitles: SRTAudio - download: Internet Archive (MP3)Audio - download: iTunes U (MP3)(CC BY-NC-SA)

Subjects

playtesting | prototyping | strategy | user feedback | technical testing | design specification | player experience | focus testing | usability testing | target audience | accessibility | marketing | surveys | data collection | board games | video games | card games | teamwork | diplomacy | dynamic | aesthetic | mechanic

License

Content within individual OCW courses is (c) by the individual authors unless otherwise noted. MIT OpenCourseWare materials are licensed by the Massachusetts Institute of Technology under a Creative Commons License (Attribution-NonCommercial-ShareAlike). For further information see https://ocw.mit.edu/terms/index.htm

Site sourced from

https://ocw.mit.edu/courses/comparative-media-studies-writing/cms-608-game-design-fall-2010/audio-lectures/rss.xml

Attribution

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Touch Screen Timer

Description

This project extends our vision of creating learning resources adapted to the needs of students with diverse needs in order to create a better learning environment for all learners, wherever and however they study. The aim is to develop resources that extend the functionality and flexibility of VLEs to enable institutions to meet the needs of learners with disabilities who may require their learning resources to be adapted to meet their specific needs.

Subjects

timer | widget | accessibility | adapatability | wide | vle | Technologies | J000

License

Attribution-Noncommercial-Share Alike 2.0 UK: England & Wales Attribution-Noncommercial-Share Alike 2.0 UK: England & Wales http://creativecommons.org/licenses/by-nc-sa/2.0/uk/ http://creativecommons.org/licenses/by-nc-sa/2.0/uk/

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I am here widget

Description

The "I Am Here" is a mobile widget allows students to report in to their tutors on a journey.It enables users to report progress on a journey and for this to be monitored and as a result acted upon if they do not report in. Developed as part of the JISC Widgets for Inclusive Distributed Environments (WIDE) project. WIDE is a joint project between the Accessibility Research Centre at Teesside University, JISC TechDis and Portland College that aims to make online learning more accessible and inclusive for disabled students/learners. Our objective is to develop open educational resources that improve or support the learning experience and can be shared and that can be shared and adapted by the community. This project extends our vision of creating learning resources adapted for students wi

Subjects

location services | travel | lifeskills | widgets | learning difficulties | disability | accessibility | Technologies | J000

License

Attribution-Noncommercial-Share Alike 2.0 UK: England & Wales Attribution-Noncommercial-Share Alike 2.0 UK: England & Wales http://creativecommons.org/licenses/by-nc-sa/2.0/uk/ http://creativecommons.org/licenses/by-nc-sa/2.0/uk/

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http://dspace.jorum.ac.uk/oai/request?verb=ListRecords&metadataPrefix=oai_dc

Attribution

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Digital Abacus Widget

Description

Digital Abacus to help solve numerical problems without use of a calculator. For students with limited fine motor skills who cannot use a pen and paper and needs to work out maths problems without the aid of a calculator. Developed as part of the JISC Widgets for Inclusive Distributed Environments (WIDE) project. WIDE is a joint project between the Accessibility Research Centre at Teesside University, JISC TechDis and Portland College that aims to make online learning more accessible and inclusive for disabled students/learners. Our objective is to develop open educational resources that improve or support the learning experience and can be shared and that can be shared and adapted by the community. This project extends our vision of creating learning resources adapted for students with d

Subjects

widget | abacus | fine motor skills | motor impairment | disability | accessibility | maths | numeracy | Technologies | J000

License

Attribution-Noncommercial-Share Alike 2.0 UK: England & Wales Attribution-Noncommercial-Share Alike 2.0 UK: England & Wales http://creativecommons.org/licenses/by-nc-sa/2.0/uk/ http://creativecommons.org/licenses/by-nc-sa/2.0/uk/

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Attribution

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Lecture 21: Games as Teaching Tools

Description

Description: A panel of game developers from the Education Arcade and Learning Games Network talk about their research, effectively connecting learning and games, engaging a target audience, defining and evaluating success, and common design pitfalls. Instructors/speakers: Philip Tan, Jason Begy, Konstantin Mitgutsch, Dan Roy, Scot OsterweilKeywords: education, target audience, accessibility, literacy, user feedback, evaluation, playtesting, prototyping, usability, math, science, language, puzzles, teaching, pedagogy, learningTranscript: PDFSubtitles: SRTAudio - download: Internet Archive (MP3)Audio - download: iTunes U (MP3)(CC BY-NC-SA)

Subjects

education | target audience | accessibility | literacy | user feedback | evaluation | playtesting | prototyping | usability | math | science | language | puzzles | teaching | pedagogy | learning

License

Content within individual OCW courses is (c) by the individual authors unless otherwise noted. MIT OpenCourseWare materials are licensed by the Massachusetts Institute of Technology under a Creative Commons License (Attribution-NonCommercial-ShareAlike). For further information see https://ocw.mit.edu/terms/index.htm

Site sourced from

https://ocw.mit.edu/courses/comparative-media-studies-writing/cms-608-game-design-fall-2010/audio-lectures/rss.xml

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Example of a badly designed Web page

Description

This resource is an interactive example of a non-accessible website. By rolling over particular features of the site, students can read explanatory text highlighting what is wrong with these features, and what kind of users they might affect in terms of accessibility. Some of the inappropriate features highlighted here include: flashing text; underlined text; use of capitals; and use of novelty fonts.

Subjects

non-accessible websites | accessibility | accessible websites | websites | RETAILING | Creative Arts and Design | Business and Administrative studies | CRAFTS | INFORMATION | BUSINESS / MANAGEMENT / OFFICE STUDIES | Employability | Learning | Design and delivery of programmes | UK EL08 = SCQF 8 | Higher Diploma | NICAT 5 | CQFW 5 | HN Diploma | Diploma in HE | UK EL04 = SCQF 4 | Foundational Level | NICAT 1 | CQFW 1 | Foundation | GCSE D-G | NVQ 1 | Intermediate 1 | | UK EL05 = SCQF 5 | Intermediate level | Intermediate | NICAT 2 | CQFW 2 | Intermediate | GSCE A-C | NVQ 2 | | UK EL06 = SCQF 6 | Advanced courses | NICAT 3 | CQFW 3 | Advanced | A/AS Level | NVQ 3 | Higher | SVQ 3 | UK EL07 = SCQF 7 | Higher Certificate | NICAT 4 | CQFW 4 | NVQ 4 | Advanced Higher | SVQ 4 | HN Certificate | administrative studies | design | N000 | W000 | ARTS and CRAFTS | INFORMATION TECHNOLOGY and INFORMATION | SALES MARKETING and RETAILING | J | A | C | B

License

Attribution-Noncommercial-Share Alike 2.0 UK: England & Wales Attribution-Noncommercial-Share Alike 2.0 UK: England & Wales http://creativecommons.org/licenses/by-nc-sa/2.0/uk/ http://creativecommons.org/licenses/by-nc-sa/2.0/uk/

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One-click Timer

Description

The One-click timer is a simple widget that helps schedule time for complex sequences.The learner would set the time required for a task by dragging a clock hand or slider, and it would immediately set going. It would flash, change colour and beep when time is up. Developed as part of the JISC Widgets for Inclusive Distributed Environments (WIDE) project. WIDE is a joint project between the Accessibility Research Centre at Teesside University, JISC TechDis and Portland College that aims to make online learning more accessible and inclusive for disabled students/learners. Our objective is to develop open educational resources that improve or support the learning experience and can be shared and that can be shared and adapted by the community. This project extends our vision of creating lear

Subjects

time prompts | planning | time management | widgets | accessibility research centre | Technologies | J000

License

Attribution-Noncommercial-Share Alike 2.0 UK: England & Wales Attribution-Noncommercial-Share Alike 2.0 UK: England & Wales http://creativecommons.org/licenses/by-nc-sa/2.0/uk/ http://creativecommons.org/licenses/by-nc-sa/2.0/uk/

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http://dspace.jorum.ac.uk/oai/request?verb=ListRecords&metadataPrefix=oai_dc

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11.953 Comparative Land Use and Transportation Planning (MIT)

Description

This course focuses on the land use-transportation "interaction space" in metropolitan settings. The course aims to develop an understanding of relevant theories and analytical techniques, through the exploration of various cases drawn from different parts of the world. The course begins with an overview of the role of transportation in patterns of urban development and metropolitan growth. It introduces the concept of accessibility and related issues of individual and firm travel demand. Later in the semester, students will explore the influence of the metropolitan built environment on travel behavior and the role of transportation on metropolitan land development. The course will conclude with an examination of the implications of the land use-transportation interaction space for metro

Subjects

land use | transportation | metropolitan growth | growth trends | urban development | planning institutions | travel behavior | influence of the built environment | forecasting | accessibility | travel demand | financial instruments | transportation networks

License

Content within individual OCW courses is (c) by the individual authors unless otherwise noted. MIT OpenCourseWare materials are licensed by the Massachusetts Institute of Technology under a Creative Commons License (Attribution-NonCommercial-ShareAlike). For further information see https://ocw.mit.edu/terms/index.htm

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Ruler

Description

The Ruler widget floats on top of any document and can be controlled with the mouse and takes the form of an opaque coloured ruler. It can be stretched or expanded to cover a small or large amount of text. The ruler edges can be bold or the same colour as the body. It acts as a coloured overlay to reduce visual stress and a colour palette is available to allow the choice of any colour. Developed as part of the JISC Widgets for Inclusive Distributed Environments (WIDE) project. WIDE is a joint project between the Accessibility Research Centre at Teesside University, JISC TechDis and Portland College that aims to make online learning more accessible and inclusive for disabled students/learners. Our objective is to develop open educational resources that improve or support the learning exper

Subjects

ruler | colour overlay | text tracking | dyslexia aid | widgets | accessibility research centre | Technologies | J000

License

Attribution-Noncommercial-Share Alike 2.0 UK: England & Wales Attribution-Noncommercial-Share Alike 2.0 UK: England & Wales http://creativecommons.org/licenses/by-nc-sa/2.0/uk/ http://creativecommons.org/licenses/by-nc-sa/2.0/uk/

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Accessibility Tips for Powerpoint

Description

Making your powerpoint presentations smaller - compressing images, and Accessible Powerpoints. Zipped. Web documents.

Subjects

powerpoint | accessible | presentations | accessibility | compressing images | INFORMATION TECHNOLOGY and INFORMATION | C

License

Attribution-Noncommercial 2.0 UK: England & Wales Attribution-Noncommercial 2.0 UK: England & Wales http://creativecommons.org/licenses/by-nc/2.0/uk/ http://creativecommons.org/licenses/by-nc/2.0/uk/

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Accessibility Tips - using images

Description

Creating Accessible Resources - using images. Zipped. Web files.

Subjects

accessibility | images | resources | zip | INFORMATION TECHNOLOGY and INFORMATION | C

License

Attribution-Noncommercial 2.0 UK: England & Wales Attribution-Noncommercial 2.0 UK: England & Wales http://creativecommons.org/licenses/by-nc/2.0/uk/ http://creativecommons.org/licenses/by-nc/2.0/uk/

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Lecture 4: Prototyping

Description

Description: Before games come to market, they undergo several tests: Are there technical glitches? Can players easily get started? Is the gameplay what the designers intended? Sara Verrilli discusses how and why to conduct focus testing. Instructors/speakers: Philip Tan, Jason Begy, Sara Verrilli (Singapore-MIT GAMBIT Game Lab)Keywords: playtesting, prototyping, strategy, user feedback, technical testing, design specification, player experience, focus testing, usability testing, target audience, accessibility, marketing, surveys, data collection, board games, video games, card games, teamwork, diplomacy, dynamic, aesthetic, mechanicTranscript: PDF (English - US)Subtitles: SRTAudio - download: Internet Archive (MP3)Audio - download: iTunes U (MP3)(CC BY-NC-SA)

Subjects

playtesting | prototyping | strategy | user feedback | technical testing | design specification | player experience | focus testing | usability testing | target audience | accessibility | marketing | surveys | data collection | board games | video games | card games | teamwork | diplomacy | dynamic | aesthetic | mechanic

License

Content within individual OCW courses is (c) by the individual authors unless otherwise noted. MIT OpenCourseWare materials are licensed by the Massachusetts Institute of Technology under a Creative Commons License (Attribution-NonCommercial-ShareAlike). For further information see http://ocw.mit.edu/terms/index.htm

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Assistive technologies and online learning

Description

In this free course

Subjects

Education | Educational Practice | H810_1 | Assistive technology | accessibility | disabled students | skills for study: digital and online | skills for study: reading and finding information

License

Except for third party materials and otherwise stated in the acknowledgement section (see our terms and conditions http://www.open.ac.uk/conditions) this content is made available under a Creative Commons Attribution-NonCommercial-ShareAlike 4.0 Licence. - http://creativecommons.org/licenses/by-nc-sa/4.0 Except for third party materials and otherwise stated in the acknowledgement section (see our terms and conditions http://www.open.ac.uk/conditions) this content is made available under a Creative Commons Attribution-NonCommercial-ShareAlike 4.0 Licence. - http://creativecommons.org/licenses/by-nc-sa/4.0

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Lecture 21: Games as Teaching Tools

Description

Description: A panel of game developers from the Education Arcade and Learning Games Network talk about their research, effectively connecting learning and games, engaging a target audience, defining and evaluating success, and common design pitfalls. Instructors/speakers: Philip Tan, Jason Begy, Konstantin Mitgutsch, Dan Roy, Scot OsterweilKeywords: education, target audience, accessibility, literacy, user feedback, evaluation, playtesting, prototyping, usability, math, science, language, puzzles, teaching, pedagogy, learningTranscript: PDF (English - US)Subtitles: SRTAudio - download: Internet Archive (MP3)Audio - download: iTunes U (MP3)(CC BY-NC-SA)

Subjects

education | target audience | accessibility | literacy | user feedback | evaluation | playtesting | prototyping | usability | math | science | language | puzzles | teaching | pedagogy | learning

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Content within individual OCW courses is (c) by the individual authors unless otherwise noted. MIT OpenCourseWare materials are licensed by the Massachusetts Institute of Technology under a Creative Commons License (Attribution-NonCommercial-ShareAlike). For further information see http://ocw.mit.edu/terms/index.htm

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Assistive technologies and online learning

Description

In this free course, Assistive technologies and online learning, you will explore some of the technology that disabled students use when accessing computers. We will take a look at the tools and techniques that make it possible for disabled students to engage with online learning. First published on Wed, 29 Jun 2016 as Assistive technologies and online learning. To find out more visit The Open University's Openlearn website. Creative-Commons 2016

Subjects

Education & Development | Education | H810_1 | Assistive technology | accessibility | disabled students | Skills for study: Digital and online | Skills for study: Reading and finding information

License

Licensed under a Creative Commons Attribution - NonCommercial-ShareAlike 2.0 Licence - see http://creativecommons.org/licenses/by-nc-sa/2.0/uk/

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24.973 Advanced Semantics (MIT)

Description

This course is the second of the three parts of our graduate introduction to semantics. The others are 24.970 Introduction to Semantics and 24.954 Pragmatics in Linguistic Theory. Like the other courses, this one is not meant as an overview of the field and its current developments. Our aim is to help you to develop the ability for semantic analysis, and we think that exploring a few topics in detail together with hands-on practical work is more effective than offering a bird's-eye view of everything. Once you have gained some experience in doing semantic analysis, reading around in the many recent handbooks and in current issues of major journals and attending our seminars and colloquia will give you all you need to prosper. Because we want to focus, we need to make difficult choices as

Subjects

semantics | logic | meaning | syntactic systems | generative grammar | displacement | intensional semantics | Hintikka's idea | accessibility relations | modality | quantificational theory of modality | material implication analysis | strict implication analysis | tense | conditionals | progressive | perfect | de re | de dicto | raised subjects | scope paradox | overt world variables | restrictors | syntax movement | wh-movement | DP | VP

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