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Android educational games are powerful learning tools but small, moving targets and game implementations pose accessibility challenges to people with upper-body motor impairments. In this poster, we present findings from a qualitative accessibility evaluation of 30 popular Android educational games, identify and reflect on accessibility barriers, and provide preliminary design recommendations.
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Stored only when both papers are in the corpus — 2 citations exist upstream.
Papers that cite the same references — the relational fallback while embeddings are still backfilling.
Imported from OpenAlex (CC0) — nothing here is generated.