The volume brings together contributions from the conference “Designing for Inclusive Learning Experience” and examines how ergonomics, human factors, digital technologies and gamification can support inclusion in education. Its EDI relevance lies in treating learner diversity and accessibility as design conditions rather than as later accommodations. The collection is useful for EDIDesK because it connects inclusive-design principles with concrete educational and interaction contexts, including e-learning, interfaces, products and game-based experiences.
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Design for Inclusion, Gamification and Learning Experience
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The volume brings together contributions from the conference “Designing for Inclusive Learning…
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Description
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Additional information
| Respectful and non‑discriminatory content | Yes |
|---|---|
| Original or properly referenced materials | Yes |
| Consent for personal data | Yes |
| Contributor responsibility accepted | Yes |
| Field | Digital design, Interaction design, Product design, UX research |
| Themes | Accessibility, Disability, Education, Ergonomics, Inclusion, Inclusive Design, Information and communication technology |
| Languages | English |
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