ACCESSIBLE DIGITAL GAMES: CASE STUDY ON USABILITY AND EDUCATIONAL IMPACT OF THE MEMORY GAME FOR THE BLIND

Authors

  • André Luis da Silva e Silva Côrtes Author
  • Luciana Carlena Correia Velasco Guimarães Author
  • André Luis da Silva Freire Author

DOI:

https://doi.org/10.56238/arev7n6-049

Keywords:

Special Education, Student with Disabilities, Educational Games, Computer Science and Education

Abstract

In recent years, society has been moving towards education for all, promoting transformations that meet the specific needs of different population groups, especially in the schooling process of students with disabilities. In this context, the use of playful strategies in teaching emerges as a promising approach to enhance learning. Given this perspective, the “Memory Game for the Blind” was developed, an application that fits into a scenario in which several digital games have been adapted or created to ensure accessibility for people with visual impairment. This study aimed to analyze students’ perceptions about the application, evaluating aspects such as functionality, navigability, interaction and other elements that make up the user experience. This is a qualitative and quantitative research, of the case study type, in which an online questionnaire was applied to the participants. The data collected were organized, categorized and, later, analyzed in light of the theoretical framework. The results indicated a positive evaluation regarding the gaming experience, although the limited compatibility with the Android system was pointed out as a relevant limitation. It is concluded that accessible games, such as the one proposed, can contribute to the learning process of students with visual impairments, reinforcing the importance of developing accessible educational technologies.

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Published

2025-06-05

Issue

Section

Articles

How to Cite

CÔRTES, André Luis da Silva e Silva; GUIMARÃES, Luciana Carlena Correia Velasco; FREIRE, André Luis da Silva. ACCESSIBLE DIGITAL GAMES: CASE STUDY ON USABILITY AND EDUCATIONAL IMPACT OF THE MEMORY GAME FOR THE BLIND. ARACÊ , [S. l.], v. 7, n. 6, p. 29890–29906, 2025. DOI: 10.56238/arev7n6-049. Disponível em: https://periodicos.newsciencepubl.com/arace/article/view/5667. Acesso em: 5 dec. 2025.