Leveling the playing field: using games to enhance accessibility education in library and information science

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 < .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.

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Publication Details

Journal
Information and Learning Sciences
Published
2026-02-23
DOI
https://doi.org/10.1108/ils-10-2025-0203
Primary Topic
Digital Accessibility for Disabilities
Type
article
Field-Weighted Citation Impact
0.00
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article

Leveling the playing field: using games to enhance accessibility education in library and information science

Rachel F. Adler, Melissa A. Wong, Devorah Kletenik, Bryan Rivera
Information and Learning Sciences
Digital Accessibility for Disabilities
article

Leveling the playing field: using games to enhance accessibility education in library and information science

Rachel F. Adler, Melissa A. Wong, Devorah Kletenik, Bryan Rivera
article en

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 < .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.

Information and Learning Sciences
University of Illinois Urbana-Champaign (US), Brooklyn College (US)
Quality Education
Openalex Percentile: Top 40%
Digital Accessibility for Disabilities
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