Students enjoy playing as they

practice Assistive Tech skills

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The game speaks a gesture and the student must make that gesture to accumulate points.  As a student completes rounds of the game, the game gets progressively faster: allowing for less hesitation before making the correct gesture.

 

You can customize which gestures the game should use and the game has over 15 skills that you can combine.  Available gestures are: 1 or 2 finger swipes towards the 4 sides of the device, 1 or 2 finger single and double taps, Scrub, Shake, Twist left/right, and rotation.

An Assistive Technology game for practicing iPad voiceover gestures.  Many skill selections.

SPEED GESTURE

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The game speaks a sequence of gestures followed by a bell. The student must perform those gestures in the described order. 

 

The game starts off with a single gesture.  If the student completes the sequence correctly, one gesture is added onto the sequence.  If a student performs any of the gestures inaccurately or runs out of time, the game reverts back to a single gesture in the sequence.

 

As a student completes rounds of the game, the game gets faster, leaving less time to perform each gesture. 

 

You can customize which gestures the game should use and the game has over 15 skills that you can combine.   Available gestures are: 1 or 2 finger swipes towards the 4 sides of the device, 1 or 2 finger single and double taps, Scrub, Shake, Twist left/right, and rotation.

An Accessibility Technology game that enables a student to practice voiceover gestures, sequencing and memory.  Many skill selections.

SIMON

Not only are our skill-building games fun to play, but students are even more motivated to play so they can take care of their virtual pet.

Students use points to change the virtual pet's "skin" (color, sound, actions), as well as feed, pet and buy gifts for their virtual pet with points.  Like all of the above games, this game is accessible to  blind, low vision and sighted students.

They earn points by completing mini-quests, such as sorting 20 animals in the BARNYARD. 

Students are motivated by caring for their virtual pet.  This "engagement game" is connected to all of the above games.

ENGAGEMENT VIRTUAL PET GAME

© 2019 ObjectiveEd, Inc.