Students enjoy playing as they

practice and master O&M skills



An Orientation and Mobility game for practicing laterality, directionality, clock and compass concepts and touch & drag.  Great for developing fine motor skills.  Dozens of skill combinations.

The game creates an animal on the screen and the student must guide it to one of the fences (up to 4 fences, based on the game).  Each time the game spawns an animal, the game will instruct the student which direction it should be sent to.


Students practice laterality, directionality, clock and compass concepts, and touch & drag; the game has more than 40 skill settings you can select resulting in dozens of game combinations.


You can configure the game to have fences on the left and right, top and bottom, or all four sides of the device.  The fences are identified by either relative (left/right), cardinal (east/west) or clock directions (3/9 o'clock).  The student must either swipe or drag the animal to its appropriate fence.  Additionally, a hay field can obscure the screen, requiring the student (blind, low-vision or sighted) to search for the animal by following directions before dragging it into the correct fence.



An Orientation and Mobility sound identification game that practices sensory efficiency, sound identification, sound categorization and memory. 

The game has a list of sound names or large icons on the left side of the device and a list of sounds on the right side of the device. 


As the student runs their finger down the left side of the device, they will hear each word as they pass over each large image.    As the student traverses the list on the right side, they will hear each sound in the list.


The object of the game is to draw a line between the matching sound name and the sound, such as between the "DOG" and the barking.


To draw the line, drag your finger through the list on the left side of the screen until you find the item you want, then drag your finger to the right side of the screen.  Lift your finger when you've touched the item on the right that you think completes the match.


The game includes customizable sound packs and has more than 10 skills that you can combine.



An Orientation and Mobility sound matching game.  Practices sensory efficiency, sound identification, sound matching and grid concepts.

The objective of the game is to find matching items in a grid of different sizes.  To move from item to item, swipe up, down, left or right.


To select the first item, double tap the screen; it will either show a large image or speak its name or play its sound.  Repeat this process to select the second item.  If they match, the items are revealed, you win points, and those items are no longer available.  The game continues until all pairs are found, or you run out of time,


You can configure the grid size, whether to match words to sounds or sounds to sounds, and whether to play a timed round by yourself, or against a smart computer opponent.


The game includes customizable sound packs and has multiple skills that you can combine.



An Orientation and Mobility sound localization game.  Practices audio location and movement cues.

The objective of the game is to destroy asteroids by centering the asteroid sound in your head and then tapping the screen.  To find the asteroid, swing the iPad left and right, or sit in a swivel chair and rotate yourself left and right.


You can configure the speed of the arriving asteroids, the size of the asteroids, and the size of the “hit” area that determines if you’ve hit the asteroid.  The game has multiple skills that you can combine.



An Orientation and Mobility mental mapping and navigation game.

The maps are of a pretend medieval town, with horse drawn carts, shops and guilds.  Students learn mental mapping and navigation skills without immediately assuming they can navigate the real world without additional training.


In the mental mapping mode, the student moves their finger around the screen to learn what's in town: streets, sidewalks, shops, and safe places to cross the street.  In the navigation mode, the student hears navigation instructions similar to Google Maps to arrive at their destination.  It's a stepping stone to Google Maps and other navigation apps.


You can configure the complexity of the town, and complexity of the quests for the student to accomplish.


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

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.

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