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Learning Toolkit
Teacher guide

Accessibility Check for Games

Review perception, interaction, pacing, language, and response options before using a digital activity with a learning group.

Reviewed 2026-07-13

Identify the real goal

Write the learning goal in one sentence. Then list the interface demands that are not the goal: reading small text, hearing a cue, dragging precisely, reacting quickly, remembering several instructions, or writing a long response.

When an interface demand blocks the goal, change the activity, provide an alternate control, or allow another way to show the idea.

Run a five-part check

  1. Perception: Is important information visible without relying on colour alone? Are text and targets readable?
  2. Interaction: Can the activity be used with the available keyboard, pointer, touch screen, or assistive setup?
  3. Pacing: Can a learner pause, replay instructions, or use an untimed alternative?
  4. Language: Are directions short, concrete, and supported by a model?
  5. Expression: Can the learner answer through speech, drawing, objects, selection, typing, or movement when appropriate?

Prepare an equivalent alternative

An alternative should preserve the goal. A learner who cannot use rapid arrow keys might plan the route with cards. A learner who cannot hear a rhythm cue might use a visible pulse. A learner whose handwriting is not being assessed might dictate or select an answer.

Observe access, not compliance

If a learner stops, ask whether the barrier is sensory load, language, control precision, working memory, timing, or the academic idea itself. Do not interpret one game's score as a disability measure.

Use classroom stations to create device-sharing and offline mirror options, and use Activity Studio to adjust worksheet length, difficulty, hints, and response format.