Abstract

Android educational games are powerful learning tools but small, moving targets and game implementations pose accessibility challenges to people with upper-body motor impairments. In this poster, we present findings from a qualitative accessibility evaluation of 30 popular Android educational games, identify and reflect on accessibility barriers, and provide preliminary design recommendations.

Full Text

Published Version
Open DOI Link

Get access to 115M+ research papers

Discover from 40M+ Open access, 2M+ Pre-prints, 9.5M Topics and 32K+ Journals.

Sign Up Now! It's FREE

Talk to us

Join us for a 30 min session where you can share your feedback and ask us any queries you have

Schedule a call