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Students enjoy playing as they
practice and master O&M skills

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Simple Directionality

An Orientation and Mobility game for practicing laterality, directionality, clock and compass concepts and touch & drag for younger students.  Great for developing fine motor skills. 

Barnyard 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 app has more than 40 skill settings you can select resulting in dozens of skill-building combinations.

 

As a teacher, you can configure Barnyard 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.

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Advanced Directionality

An Orientation and Mobility game for directionality and following multi-step instructions for older students.

Temple Explorer lets your student practice 4- or 8-way directionality, with relative and cardinal instructions provided in up to 3 prompts at a time. North can either be fixed to the top of the screen or can move dynamically as the student moves through the temple, simulating real life.

 

It is designed for older students, and layers on some different complexity so that if you did have a student that started with Barnyard and progressed and mastered it, that student could advance to Temple Explore to reinforce those skills while playing the game.

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Sound Identification

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

Sound Search 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 Sound Search 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.

 

As a teacher, you can select from several sound packs for your student and adjust skill levels for your student.

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Sound Identification & Grid Concepts

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

In Audio Memory, your student must 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,

 

As a teacher, 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.  You can select from several sound packs, and adjust skill levels for your student.

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Sound Localization

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

In Audio Asteroid, your student will 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.

 

As a teacher, 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.  You can adjust the skill levels for your student.

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Listening Skills

An Orientation and Mobility listening skills game.  Practice following directions at faster and faster speeds, in either quiet or noisy environments.

Monster Cafe helps your student practice listening skills. 

 

Students who will use audio versions of textbooks as they advance through school will benefit if they can listen to the text faster. If they listen at normal speed, they consume information slower than their sighted peers. Research has shown that a student listening at about 2.5 times normal speed  consumes information at the same speed as their sighted peers.

In Monster Cafe, monsters enter the cafe and place orders.  They speak at accelerated rates (which you can control), and your student fulfills the orders as they are spoken.  Your student must fulfill the orders quickly and accurately, and will earn  gold coins, which they can spend on upgrading their cafe. You can also control the background noise, which helps your student build their ability to discern important information in noisy places.

Monster Cafe is an excellent way for students to begin practicing and working on their listening skills and become comfortable with comprehending information presented at accelerated rates.

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Mental Mapping of Local Neighborhood

An Orientation and Mobility mental mapping and navigation app that teaches you about your neighborhood, campus or any location in the world.

Map Explore helps as student practice Mental Mapping. It uses Google Maps information to generate Accessible Touch-Explore locations for the student to explore on their device.

 

Using the web-dashboard, Map Explore lets you to pick a location, such as the school campus or a park near where your student lives and then add custom tags to that location (just like with Google Maps).  For example, you could tag the bus stop that the student uses, or their favorite bench, or the layout of an upcoming field trip.

 

The student plays Map Explore and explores that area and the tags you entered with their finger.  As they touch a street, they hear the name of the street and a sound. When they touch new streets or encounter intersections, those locations are announced.

 

Map Explore lets students practice Mental Mapping with locations relevant to them.  They learn both conceptually and practically, helping them prepare  for going to these locations during a lesson.

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Wayfinding and Mental Mapping

An Orientation and Mobility mental mapping and navigation game.

Wayfinding presents maps to your student to learn.  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.

 

As a teacher, you can configure the complexity of the town, and complexity of the quests for the student to accomplish, and you can adjust the skill levels for your student.

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Positive Reinforcement

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

Not only are our skill-building apps 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. 

Engagement
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