beyond the classroom title

Gaming for the Greater Good › Beyond the classroom

An autistic child plays virtual jumprope with a Michigan Engineering senior.

An 11-year-old with a weakened arm stretches during a Kinect video game called Path. But she enjoys it.

A young tech-savvy cerebral palsy patient gives a computer science student tips to improve her tablet app.

These are scenes from an important phase in the development of the most promising projects to emerge from computer science and engineering instructor David Chesney's classes. Teams of students who carried ideas beyond the classroom gathered input from the people they aimed to help. Two slideshows and a video show what this process was like.