Games that can be Heard with the Eyes
Accessible and Intergenerational Design for Hearing Inclusion

This initiative introduces a Collaborative Online International Learning (COIL) experience embedded within a Service-Learning project focused explicitly on the design of accessible video games as digital, cultural and social tools. Video games are approached not merely as entertainment products, but as interactive environments with the potential to promote inclusion, participation and well-being for people with hearing loss. Through international peer collaboration, students engage in structured dialogue, critical reflection and constructive feedback to co-develop and improve inclusive video game solutions.

This Collaborative Online International Learning (COIL) experience is embedded within an international Service-Learning project that explores video games as cultural, social and inclusive digital tools. The activity connects student teams from the University of Burgos (Spain) and the Polytechnic University of Leiria (Portugal) within the RUN-EU alliance, fostering cooperation, mutual learning and shared responsibility for social innovation.

The COIL is designed around the co-development and critical discussion of accessible video game concepts aimed at improving digital inclusion for older adults with hearing loss. By working with video games as interactive environments, students address accessibility not only as a technical requirement, but as a matter of participation, equality and cultural access, aligning with core European values such as inclusion, diversity, solidarity and social cohesion.

International pairs of student teams participate in a minimum of two structured online meetings, with the possibility of additional sessions as the collaboration evolves. In the initial meeting, each team presents its video game concept, explaining its purpose, target users, game mechanics, narrative approach and accessibility strategies. This phase promotes clear communication, intercultural dialogue and the ability to explain design decisions to an international peer audience.

Whenever a playable prototype is already available, teams will share the game build with their international partners, allowing peers to test the video game directly. This hands-on experience enriches the feedback process by complementing conceptual discussion with practical interaction and user experience analysis.

Following each exchange, teams prepare structured and constructive peer feedback, focusing on strengths, potential areas for improvement and opportunities for further development. This feedback process is explicitly formative and non-evaluative, reinforcing a climate of trust, respect and collaborative learning.

In subsequent meetings, teams share, discuss and reflect on the feedback received, integrating insights gained both from dialogue and, when applicable, from prototype testing. These reflective sessions support critical thinking, ethical awareness and openness to diverse viewpoints, while directly contributing to the improvement of the video game projects.

Fully integrated into the academic curricula of both institutions, this COIL experience supports the development of transversal competences such as teamwork, intercultural communication, critical reflection and social responsibility, while encouraging students to approach video games as inclusive digital, cultural and social tools. At the same time, it reinforces the RUN-EU mission by promoting international cooperation, mutual learning and inclusive innovation, contributing to shared European values of accessibility, diversity and collaboration in response to real social challenges.

Date:

9th of February 2026 to 28th of February 2026

Language of instruction:

English

1 ECTS credit
Academic recognition:

Participation in this COIL activity will be formally recognized by the home institution through an official certificate

Eligible participants:

Eligible participants are undergraduate students enrolled in degree programmes related to Occupational Therapy, Game Design, Games and Multimedia or related fields at the participating institutions (University of Burgos and Polytechnic University of Leiria), who are already actively participating in the Service-Learning project in which this COIL experience is embedded.

How to apply:

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Deadline for applications: 3rd of February 2026

Programme at a glance

First Online meeting (online)
09 Feb - 15 Feb 2026 :
Each paired group of students will coordinate and agree on the most appropriate date and time for their initial online meeting, in accordance with their respective availability and academic schedules.
Final Online meeting (online)
16 Feb - 22 Feb 2026 :
Each paired group of students will coordinate and agree on the most appropriate date and time for their final online meeting, in accordance with their respective availability and academic schedules.

If any group considers additional meetings necessary, these meetings should be organised by mutual agreement and must take place before the end of the designated period for this COIL activity.
Submission of the final COIL assignment (online)
23 Feb - 28 Feb 2026 :
The final COIL task consists of the feedback report prepared for the partner team. In addition to sharing this report with the corresponding student group, participants must also submit it to the teaching staff using the procedure and format established for this purpose.

Learning outcomes

By the end of this Collaborative Online International Learning, learners will be able to:

 By the end of this COIL, participants will be able to:

  • Communicate and present digital game design ideas clearly to international peer audiences.
  • Analyse accessible video game concepts from multiple perspectives, including usability, inclusion and user experience.
  • Provide structured, constructive and non-evaluative peer feedback in an international learning context.
  • Engage in intercultural dialogue and collaborative problem-solving with students from different academic and cultural backgrounds.
  • Reflect on accessibility, inclusion and diversity in digital environments through peer exchange.
  • Integrate feedback and alternative viewpoints into ongoing project development.
  • Develop awareness of the social and cultural role of video games as tools for participation and inclusion.

Selection criteria

  • Enrollment and active participation in the Service-Learning project.
  • Commitment to engage responsibly in international collaboration and peer feedback activities.
  • Willingness to participate respectfully in an intercultural and collaborative learning environment.

Involved organisations and persons

ARANS-BUR

  • ARANS BUR ADMINISTRATION (Regional Stakeholder)

Polytechnic University of Leiria

Partner Organisation
  • Roberto Ribeiro (Instructor)

University of Burgos

Lead Organisation
  • IRENE ROMERO GONZALEZ (Instructor)
  • Mirian SantamarĂ­a (Lead Instructor)
Product label: COI-GAMHEARD-01

Funded by the European Union. Views and opinions expressed are however those of the author(s) only and do not necessarily reflect those of the European Union or the European Education and Culture Executive Agency (EACEA). Neither the European Union nor EACEA can be held responsible for them. Grant Agreement Number: 101124674