Giving students control over sound in game-based activities makes a huge difference in focus and accessibility. Some learners rely on audio cues, while others get distracted or need a quieter environment, especially in shared classrooms. Games that let players manage sound settings tend to feel more inclusive and adaptable to different learning styles. I’ve noticed this even outside education, like in strategy games where atmosphere matters but silence can help with concentration. Haunted Dorm is a good example of how adjustable sound and pacing affect engagement without breaking immersion. I came across a detailed overview of that experience here https://haunteddormapks.com/. It’s a useful reference when thinking about user-friendly game design.
Giving students control over sound in game-based activities makes a huge difference in focus and accessibility. Some learners rely on audio cues, while others get distracted or need a quieter environment, especially in shared classrooms. Games that let players manage sound settings tend to feel more inclusive and adaptable to different learning styles. I’ve noticed this even outside education, like in strategy games where atmosphere matters but silence can help with concentration. Haunted Dorm is a good example of how adjustable sound and pacing affect engagement without breaking immersion. I came across a detailed overview of that experience here https://haunteddormapks.com/. It’s a useful reference when thinking about user-friendly game design.