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Tag: Assistive Technology

The Mada Assistive Technology Portal offers people with disabilities, parents and professionals a wide range of information about Assistive Technology, in both Arabic and English. The website was developed by the Mada Qatar Assistive Technology Center, and is the first of its kind in the Arab world.

The General Assembly of the United Nations will meet on the 23rd of September in New York to discuss how Disability should be mainstreamed in the post 2015 Development Agenda.

AAATE, RESNA, ARATA, RESJA and AITADIS have taken the initiative to support this process by writing a message to the UN Secretary General and the General Assembly.

In the message they commit to the UN Convention on the Rights of Persons with Disabilities, support the recommendations on Accessibility and Universal Design and highlight the role of enabling technologies in the empowerment of persons with disabilities in order to contribute to the development of their communities. See below.

You can endorse this initiative and add your name and organisation to the list that will be attached to the message.

Download the letter.
Endorse the letter.
List of all endorsing organisation.

ViPi project released a range of mobile and PC games:

  • Memobile
Memobile screenshot

Memobile screenshot

Memobile is an Android application which contains a set of 3 games to both teach skills to and test the skills of students on areas of the ViPi curriculum. The games are have elements to help the students learn the curriculum content, reinforce and memorise curriculum content and also to discover new information.
The game uses Memo, a little cartoon boy, as a tutor for users. It is a collection of 3 games designed to help people with difficulties in memorizing the simple functions and components of computers. The games are Matching Pairs, Starter Kit and Press… and Action.

The first is a game where you match pairs of computer equipment. The game first introduces the parts of a computer with brief descriptions of what they do. Matching the pairs in the game should help users to remember what the parts are and the game acts as an incentive to repeat the learning.
When the user presses on a square, a component hidden underneath it will be revealed. When they press a further square, the first square will be closed unless the two components hidden below match. The idea is to memorise where the components are hidden as you go along. If you open two matching computer components in two clicks one after another, these components will remain open. The aim of the game is to match all of the pairs using as few presses as possible. After successfully completing the game the user receives a tip about one additional computer component. Then they can play again to try to improve their score or go to main menu and chose another game.
The second game is one where the user has a short time to press as many on buttons as possible on the screen. The game serves to reinforce the symbol for the on button, and also has benefits in enhancing coordination in the user. The game starts with a description of how to safely turn on and off the computer.  This description is enhanced by carton style graphics showing what to press and in what order. The game then continues where the user has a short time to press start buttons and miss red crosses on a grid of icons. Pressing start buttons and missing red crosses score points.
The final game, Press… and Action is a game to teach computer shortcuts. It starts with a teaching session where it explains what a number of important keyboard shortcuts can do. It then moves on to a multiple choice quiz which asks the user to identify the actions associated with a number of shortcut key combinations. The game should reinforce the student’s knowledge of keyboard shortcuts enabling them to use the computer more efficiently.
The different language versions can be downloaded here (apk files): NL, EN, EL, LT.
Memobile is also available on Google Play.
  • Stay Safe Game
Stay Safe screenshot

Stay Safe screenshot

Stay Safe is a game designed to highlight safety issues regarding email. It covers such topics as dangerous attachments, spoofing, scams, and chain email. The game situation involves a user checking his emails and going through the received mail with an experienced computer user stood behind them. The user must make decisions (based on multiple choice questions) with each email. When wrong choices are made, the helper character will interject with advice about the way to proceed.

All on-screen content (displayed as textures on the 3D monitor model) is replicated in on screen question text which can be read by the built in screen reader.
The editor package built into the game allows a trainer to edit the content of the text fields and save the xml back out, so the games can be changed to suit different materials. If a trainer wishes to create new screen grabs to upload to the screen this is also possible as the files are called from an external image folder.
The game is available in the four project languages of Greek English, Lithuanian and Dutch.

Stay Safe is installed using the downloaded installer package (download here). The installer places a shortcut on the desktop and in the Interactive Systems NTU folder on the Start Menu. On starting the game the initial screen contains buttons to start the game, enter the options screen, or exit the application.

Stay Safe has been developed using a game engine developed in house at the Interactive Systems Research Group at Nottingham Trent University. The game uses XNA for the graphics and is coded in C# calling game data from a set of editable XML files.

  • Fly Swat Game

Fly Swat screenshotSwat the flies using mouse, keyboard – or your assistive technology! Swat as many flies as you can in one minute.Fly swat has been developed to meet the needs of people with both physical and learning disabilities. It provides a means to develop and assess skills relating to awareness of ICT, understanding the concept of cause and effect within ICT, and provides also a means of practicing skills with input technologies (mouse and keyboard, and other assistive devices which may be used), and improving timing and co-ordination with the ICT technology.The game is developed in JavaScript and HTML5 running in a web browser. It is available to play online at swat is a game based around the principle of watching and swatting a fly. The fly has several modes of movement to map to tracking modes that are required by the pre-GCSE level guidelines, including horizontal, vertical, following an expected route, and random. The swat also has several movement modes. It can be stationary, auto track the fly in one axis (to allow one key/one click gameplay) or be moved left and right by either following the mouse or by key presses.  These are described as either ‘user control’ or ‘one’ touch’ mode. In ‘user control’ mode the swat is moved manually by mouse or keyboard. In ‘one-touch’ mode the swat either moves automatically or is fixed and the gameplay is about timing of swatting the fly at the right moment.Swat activation is by either mouse click or keypress.  These inputs can also be mapped with external software to allow gameplay using assistive technologies such as switches, eye-tracking or brain control interfaces.The game is visually stimulating and also contains audio (which may be muted). It records the high score during a session to provide additional stimulation to play more. The object of the game is to swat as many flies as possible in the 60 seconds  available. At the end of the game the user sees their score and the highest score obtained during the current session.

A target can be shown to give the user a better indication of where the swat will fall.

Controls – these can be selected as buttons on screen or with the keyboard shortcuts listed below:

Control Key Mouse
Move Left Left arrow Move mouse left over game canvas
Move Right Right arrow Move mouse right over game canvas
Swat Space bar Left click over game canvas
Fly Movement Mode ‘M’ key Left click the button to switch between fly movement modes – of horizontal, vertical, predictable or random
Sound on/off ‘N’ key Left click on sound on/off button during gameplay or on the title screen
Show/hide Target ‘T’ key Click on target button during gameplay or at the title screen
Fly Speed ‘S’ key Click on fly speed button to change fly speed between slow, medium and fast
One Touch Mode ‘O’ key Click on one touch mode button to switch between manual and automatic swat movement (only available in random fly movement mode)
Help ‘H’ key Available on the start screen this displays the instructions
Restart game at end Space bar Left click click over game canvas
  • Yes No ICT Quiz Game
Yes No ICT Quiz Game

Yes No ICT Quiz Game

This set of games asks true/false questions about a set of ICT subject areas.

The materials provided cover aspects of Basic ICT Skills in English. The content has been adjusted to suit use with people with learning difficulty. Navigation can always be achieved through use of the keyboard (arrow keys to move and space to select) or by use of the mouse.

Feedback is given after each question, after each round, and at the end of the quiz. The final screen allows the user to save all feedback in the form of a pdf file.

There are five individual quizzes available that cover the subjects one at a time. This is so that the game can be used after covering a particular subject area. The subjects covered are as follows – click on the links to play the online version:

There is a downloadable version available here.

  • True False ICT Quiz Game
True False ICT Quiz Game

True False ICT Quiz Game

This game asks true/false questions about a set of ICT subject areas.

The materials provided cover aspects of Basic ICT Skills in English, Greek, Dutch and Lithuanian. Navigation can always be achieved through use of the keyboard (arrow keys to move and space to select) or by use of the mouse.

Feedback is given after each question, after each round, and at the end of the quiz. The final screen allows the user to save all feedback in the form of a pdf file.

The rounds follow on one after the other, and the subjects covered are:

  • Using your computer
  • Using the internet
  • Using email
  • Staying safe

Play the game for your language using the link below:

el gb lt nl

  • Rob the Mob – ICT quiz game
Rob the Mob - ICT quiz game

Rob the Mob – ICT quiz game

This game allows the user to play a card style multiple choice quiz betting game where they must  answer questions to win the gangster’s money. The topic can be selected from a list by the player so that they can work on a specific subject area. Navigation can always be achieved through use of the keyboard or by use of the mouse.  Feedback is given after any wrong answers to educate whilst playing!

Play the game online here.

The materials provided cover aspects of Basic ICT Skills in English, Greek, Dutch and Lithuanian.

The offline version of the game (download it here) is also editable, so trainers can easily add their own question content for their specific set of trainees, content is added in the form of xml files which may be created with the help of the Escapology and Rob the Mob game editor. It comes as a packaged zip file with the editor and also the Escapology game. Please unzip the files into a folder of your choice to play the offline games.

  • Escapology ICT Game
Escapology ICT Game

Escapology ICT Game

This Flash game allows the user to play a hangman style game where they must guess words relating to a certain topic. The topic and sub-topic can be selected by the user so that they can work on a specific subject area. Navigation can always be achieved through use of the keyboard or by use of the mouse.  Feedback is given after each question, and every question word has an associated clue that hints at the answer to the hangman game.

Play the game online here.

The materials provided cover aspects of Basic ICT Skills in English, Greek, Dutch and Lithuanian.

The offline version of the game (download it here) is also editable, so trainers can easily add their own question content for their specific set of trainees, content is added in the form of xml files which may be created with the help of the Escapology and Rob the Mob game editor. It comes a a packaged zip file with the editor and also the Rob the Mob game. Please unzip the files into a folder of your choice to play the offline games.

The ViPi KA3 LLL project (511792-LLP-1-2010-1-GR-KA3-KA3NW) has been partially funded under the Lifelong Learning program, subprogramme KA3 ICT. This web site reflects the views only of the author(s), and the Commission cannot be held responsible for any use which may be made of the information contained therein.

ITAG13: Interactive Technologies and Games –
Education, Health and Disability 2013
The Council House, Nottingham
Thursday 17 – Friday 18 October 2013

Second call for papers, workshops and posters

The aim of ITAG is to bring together academics, developers, beneficiaries and practitioners to explore interactive technologies and innovate within the areas of Education, Health and Disability. ITAG will consist of 4 strands:

  • Academic conference: We have a particular focus on the use of gaming hardware and software to implement accessible solutions, interaction design using new input/output devices and the increasing impact of ubiquitous computing on our everyday well-being. We especially want to bring together practitioners with technical experts, for their mutual benefit; you don’t have to be a technical whizz kid to benefit from this conference! The conference provides an excellent opportunity to showcase practice and to mainstream research ideas and outcomes. It introduces a wider audience to key findings and products from research and illustrates how practice feeds back into and informs research. The conference also creates a forum for two-way communication between the academic and practitioner communities.
  • Practical workshops: every afternoon, parallel workshops will be organised addressing following topics: interactive street gaming using mobile gaming applications, robotics in a gaming environment, mobile gaming, immersive gaming and rehabilitation gaming. These workshops will involve the participants in exploring the various games, and creating an interactive experience with the originators/developers.
  • Gaming hackathon: several teams consisting of developers, designers and special education trainers will compete with each other to use various technologies (Android based games, Flash Games, Games Mods, XNA) and create an educational game in just 2 days. The winner will take home a £250 prize award.
  • Exhibition: An exhibition space will be available for demonstrations and posters, and will be embedded in the conference and workshops area.

If you are interested in any of the above, please contact us:

We particularly welcome user led presentations and workshops.
ITAG13 is held in partnership with GameCity – the World’s best-loved videogame festival (


As guidance to participants on scope of papers and activities we state that: ‘Education’ includes both compulsory and post-compulsory education; ‘Disability’ includes physical, sensory and cognitive impairment; and the impact of interactive technologies and games on health and well-being is also a focus of this conference. An emphasis is placed on practical applications and guides to where currently available training resources and tools can be found and used. A selection of papers will be published electronically in full, and presentations will be limited to 20 minutes for the key findings, including time for questions from the floor.
As in previous years, the best papers will be published in a special issue of a relevant academic journal. Previous special issues have included:

  • Journal of Assistive Technologies – Volume 3, issue 2, June 2009 (ITAG 2008 selected papers)
  • Computers and Education – Volume 56, issue 1 (ITAG 2009 selected papers)
  • International Journal of Games Based Learning – Volume 1, issue 4, 2011 (ITAG 2010 selected papers)
  • Journal of Assistive Technologies – Volume 6 issue 3 (ITAG 2011 selected papers)
  • International Journal of Game-Based Learning – (ITAG12 selected papers) – in development

The best papers from ITAG13 will be published in a special issue of the Journal of Assistive Technologies.

Themes and topics: The conference encourages multidisciplinary papers/workshops and examples of themes and topics include (but don’t let this restrict you):

Gaming on the move:

  • Streetgaming and the usage of mobile and online game applications
  • Blended gaming for educational purposes
  • Augmented Reality and mobile games
  • Pervasive games for health, sociability and adaptability
  • Location-based games and ubiquitous technologies
  • Immersive/alternate reality games (ARGs), hybrid reality games (HRG), and mixed reality games (MRG)
  • Low cost mobile games based learning
  • Inclusive street games

Robotics and education:

  • Good practices or innovations in programming
  • Autonomous projects: Have you done a cool autonomous project? Show it off and share your ideas!
  • Interaction in the context of youth with learning disabilities
  • Hardware & software for robotics education: Share your best ideas and innovations to make educational programs more effective.
  • Innovative uses of technology: Have you done something unique and creative utilizing new technology in education? Let’s hear about it!
  • Robotics competitions & project based activities: Highlight specific classroom and other competitions and activities you utilize in your robotics education program.
  • Curriculum for robotics education: Tell us how you design and implement your curriculum in regular classroom or extracurricular activities.
  • Informal robotics education: Highlight your best practices and successes while sharing your ideas!

Games Based Learning:

  • Social and collaborative aspects of games (e.g., educational aspects of Massively Multiplayer Online Games)
  • The efficacy of games based learning
  • Self-authored content and personalisation in games
  • Learning theory, pedagogy and instructional design in games
  • Motivational aspects of games
  • Collaboration between Science and Art for more effective learning
  • Games to promote the inclusion (e.g., for offenders and people with disabilities, motivation of female gamers)

Game related Technologies:

  • Using contemporary games controllers to create new opportunities in health and rehabilitation applications (e.g., applications for Wii Fit, Kinect. Move).
  • Brain Computer interfaces to games
  • Pervasiveness and mobility of games
  • Location based services
  • Handheld learning in the classroom

Games, Apps and Artificial Reality for Health:

  • Serious games for clinical assessment (e.g. after stroke)
  • Serious games for rehabilitation and treatment (e.g. of phobias, ADHA, post-traumatic stress disorders, stroke)
  • ‘Modding’ for health
  • Art and music rehabilitation in 3D multisensory environments
  • Games for children in hospital
  • Games to increase physical activity in children
  • Apps and AR in assessment and patient wellbeing.

Accessible Game Design:

  • Universally accessible games
  • Switch controlled games
  • Audio games for the blind
  • Designing accessible games mods
  • Using games controllers as haptic and audio interfaces
  • Accessibility guidelines for games

Web based gaming technologies:

  • Resources for interactive learning tools and environments, e.g., Flash, podcasts, simulations, mobile games, Web 2.0 tool etc.
  • The Internet as a communication medium (e.g. for people with Asperger Syndrome).
  • Browser based games and linking into social media channels


Those wishing to present papers, or hold a workshop should prepare abstracts, to a maximum of 500 words. For those hoping to exhibit or produce a poster, a 300-word abstract is required. The deadline for submissions is Tuesday 30 April 2013 and should be sent to Please clearly state what track your submission relates to. Participating in the hackathon is open to all, but expressions of interest will be asked.
Final copies of accepted papers will be required in advance of the Conference.
We aim to keep costs down, and we do offer concessionary* rates. Online booking will be available soon.
*Proof of eligibility for concessionary rates will be requested on arrival at the conference (e.g., student ID card)
Prizes Offered: As in previous years prizes will be awarded!

The purpose of the survey is to gain insight into the depth and breadth of work currently being undertaken by professionals involved in the creation and promotion of Accessible ICT, in order to better understand the challenges faced, where improvements are required and how best to facilitate and support these improvements.
The survey was launched March 30 2012, and will be open until April 30 2012. Access survey.
eACCESS+ is an EU-funded project that intends to establish, co-ordinate and systematically grow a platform for co-operating, discussing and improving the implementation of eAccessibility throughout Europe.

ATLEC logo

ATLEC logo

PRESS RELEASE – Brussels, Belgium, 17 February 2012 – Recent studies throughout Europe [e.g. ACCESSIBLE, AEGIS (FP7 projects), and KA3 project ImPaCT in Europe] with over 1000 end-users and Assistive Technologies (AT) specialists, indicate that lack of training is one of the core barriers towards effective usage of Assistive Technology (AT) by people with disabilities. This lack of training is subsequently also recognised as a main barrier for people with disabilities gaining employment in the regular labour market.

Alongside various European initiatives that address training the trainers and professionals who work with people with disabilities, ATLEC, (Assistive Technology Learning Through A Unified Curriculum) a 2 year project partially funded by the European Commission’s Lifelong Learning program, aims to fill the current gap concerning the ICT AT training of people with disabilities.
ATLEC will support their learning in order to develop specific skills, particularly tailored to their individual and employability needs, while also creating the job profile of ICT AT trainer, relevant for VET (Vocational Education and Training) Centres.

“The ATLEC project gives us an opportunity to work with colleagues across Europe in establishing and developing assistive technology for young people and for adults with physical and learning disabilities.
In the world of Disability we only move forward by working together. We are all European citizens and it’s very important we share our expertise across the European Community. The more we share together, the better.3
(David Stewart OBE, Headteacher at Oak Field School & Sports College, Nottingham, UK)

The kick-off meeting of the ATLEC project took place on 16-17/01/2012 in Nottingham, UK. It brought together experts in the field from four different countries. The ATLEC partnership consists of: Oak Field School and Sports College (U.K.) –contractor-, PhoenixKM BVBA (BE) –coordinator-, Disability NOW (GR), AIAS Bologna onlus (IT), Greenhat Interactive Ltd (U.K.), and the University of Athens (GR).

The innovation of this project lies with the individual tailoring of the ATLEC curriculum and training materials to the learners’ needs, combined with the implementation of mobile learning applications to support the learning, as well as applying mentoring as an additional supportive aspect of the ATLEC training services. The learner and his/her needs and potential are central in the project, as well as the relationship between the learner and the trainer who is expected to equally benefit from the learning process.

Supporting the end-users’ learning in effective usage of ICT-based AT means enables them to gain new skills, including self-directed learning and also allows them to gain self confidence, improve their adaptability skills and their attitude towards risk taking which is necessary to address the challenges of the employment environment that in many cases is still full of physical, technological and attitudinal barriers.
A mentoring scheme will be set up and run in workplaces in Belgium and Greece, directly linking the knowledge and skills acquired with the practice, while also facing the reality in the working environment.

The applied pedagogical methodologies will use blended learning (face-to-face, online and mobile), and will provide accessible WCAG2.0 compliant learning/training objects/material, which are thus exchangeable with other learning initiatives. All ATLEC learning opportunities objects, learning materials and mobile applications will also be offered through the platform of the ViPi project (KA3-ICT, 511792-LLP-1-2010-1-GR-KA3-KA3NW, that aims to launch in 2012, and which is also coordinated by PhoenixKM BVBA.

Finally, the ATLEC consortium is focusing on promoting free access to the resources developed. The mobile application will be freely available via the Android market, while all created material will follow a creative commons license. This approach will ensure that the research, methodology and outcomes of the project will be freely available to everyone.

The 2nd ATLEC project partnership meeting will take place in Belgium (Ypres) and is scheduled for 25-26/6/2012, in combination with a local workshop.

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