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The first web accessibility guideline was compiled by Gregg Vanderheiden and released in January 1995, just after the 1994 Second International Conference on the World-Wide Web (WWW II) in Chicago (where Tim Berners-Lee first mentioned disability access in a keynote speech after seeing a pre-conference workshop on accessibility led by Mike Paciello).
The Web Content Accessibility Guidelines 1.0 (known as WCAG) were published as a W3C Recommendation on 5 May 1999. A supporting document, Techniques for Web Content Accessibility Guidelines 1.0 [35] was published as a W3C Note on 6 November 2000. WCAG 1.0 is a set of guidelines for making web content more accessible to persons with disabilities.
Web accessibility, or eAccessibility, [1] is the inclusive practice of ensuring there are no barriers that prevent interaction with, or access to, websites on the World Wide Web by people with physical disabilities, situational disabilities, and socio-economic restrictions on bandwidth and speed.
EN 301 549 is the harmonized European Standard for ICT Accessibility. It is used in public procurement, as it is important that government services are easy for everyone to use. With European Accessibility Act, it is applicable to most organizations in Europe. Since it started, the rules have been updated to keep up with best practices.
It is important to ensure that the accessibility in education includes assessments. [83] Accessibility in testing or assessments entails the extent to which a test and its constituent item set eliminates barriers and permits the test-taker to demonstrate their knowledge of the tested content.
Web filtering in schools blocks students from inappropriate and distracting content across the web, while allowing sites that are selected by school administrators. [1] Rather than simply blocking off large portions of the Internet, many schools utilize customizable web filtering systems that provide them with greater control over which sites are allowed and which are blocked.
Computer-supported collaborative learning (CSCL) is a pedagogical approach wherein learning takes place via social interaction using a computer or through the Internet. This kind of learning is characterized by the sharing and construction of knowledge among participants using technology as their primary means of communication or as a common resource. [1]
There have been several attempts at composing a set of game accessibility guidelines similar to the Web Content Accessibility Guidelines. The most prominent is the Game Accessibility Guidelines. [31] Due to the nature of video games though, some of the guidelines are intentionally broken by developers to present a challenge.