Over the past couple of months, we’ve taken a close look at how accessibility works in game-based learning across design, hardware, classroom use, and legal standards. What follows is a curated list of our most useful pieces on the topic, written for both educators and developers. If your goal is to make sure more learners can participate and succeed, these resources will help you along the way.
This whitepaper lays out the case for a new model of accessibility in educational games – one that goes beyond the limits of current legal standards. It explains why Section 508 and WCAG 2.1 AA aren’t fully equipped to address the interactive, real-time nature of gameplay. It also outlines a practical alternative framework and identifies where responsibility falls for making improvements. If you’re building or evaluating educational games at scale, this document offers a grounded, actionable roadmap.
This post introduces the stakes of accessibility in learning games. It emphasizes the importance of intentional design choices that support multiple types of learners – through options for control schemes, pacing, and content delivery. Developers will find guidance on where to start, and educators will come away with a clearer sense of what to ask for when selecting classroom tools.
Legal standards like Section 508 are only a starting point. This article explains where the regulations fall short and why they often don’t reflect the functional needs of real learners in interactive contexts. It also walks through key accessibility criteria in plain language, with a focus on how educational games can meet or exceed those requirements in ways that are learner-first.
Universal Design for Learning (UDL) encourages developers to offer multiple means of engagement, representation, and expression. This post connects the dots between UDL and game design, with examples like offering narrated instructions, adjustable challenge levels, and different ways to navigate a game world. These features increase the chance that more learners can understand, participate, and grow.
Assistive technology expands access to learning tools for students who use alternative interfaces. This article highlights how games can be designed to accommodate devices like switches, eye trackers, and adaptive keyboards. It also calls attention to the importance of interoperability between educational software and the tools learners already use.
This post gathers lessons learned from real-world development efforts and testing. The key findings include starting accessibility planning early, building flexible systems, and prioritizing iterative feedback from players who rely on access features. For teams working on new learning tools, it’s a clear-eyed look at how to build with inclusion in mind from day one.
This glossary helps developers understand and apply WCAG 2.1 AA terms in the context of educational games. From keyboard focus order to contrast ratios, the definitions are explained with gaming-relevant examples. It’s a solid companion reference for anyone trying to meet compliance standards while designing engaging and interactive experiences.
POUR – Perceivable, Operable, Understandable, Robust – is a design framework that maps well to games. This post provides examples of how each principle applies in educational game development. It includes practical steps like offering text alternatives for audio, building intuitive interfaces, and ensuring content adapts across platforms.
Automated testing tools play a role in accessibility audits, but they can’t capture the full picture. This article explains the specific ways automated tools fall short in game contexts – such as failing to detect inaccessible timing mechanics or interface assumptions. Manual testing and user feedback are essential for catching what machines miss.
UI decisions shape the player experience more than most developers realize. This post outlines common UI design mistakes like ambiguous icons, lack of hierarchy, or unclear navigation and shows how to improve them. The article is especially useful for teams working on menus, overlays, or other layered interaction systems.
Effective accessibility goes beyond allowing users to remap keys. This post dives into emerging input technologies and adaptive hardware, like Microsoft’s Adaptive Controller and voice-based navigation. It also explores design considerations for XR and mobile games, where traditional control logic might not apply.
This teacher-focused roundup shares classroom-ready resources and practical advice for choosing accessible learning games. It covers tools that support multilingual learners, new U.S. Department of Education guidance, and examples of how to apply UDL in common classroom activities. The focus is on making everyday teaching more inclusive without overhauling the whole system.
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Once you’ve absorbed all this insight around accessibility and games, let us know what you’re working on! Whether you’re designing from scratch or adapting something that already exists, we’re always happy to collaborate, review, or point you toward tools that make game-based learning more accessible for more students.