A range of playable scenarios designed to help demonstrate how the barriers discussed in the learning content can be felt, offset, reduced, or avoided as the result of individual actions. You can play each Scene in different modes. The character you play is the same in every mode, so any difference you notice comes from the setting around them.
The scenario is a further education college. The characters are students on a film and media course. The class has a live project on, which means they are assessed on work they produce for a real client, in this case a local business. You play one of them. In each Scene you are somewhere on the same campus with a task to complete, and each Scene is built around a different barrier.
Learning Access Toolkit
Arrows or WASD move.
Act is the space bar: it confirms, does things and moves to the next line of text.
Back is B. Escape does the same.
Use is E: it uses a skill in Modes 4 and 5.
Check is C: it checks your watch, and opens the list beside it where a Scene has one.
P pauses. M turns the sound off. U turns the music off.
Audio holds Sound and Music, each marked on or off. Display holds Motion, Size and button Prompts.
Report is R. It copies a record of the session to the clipboard, to paste wherever you were asked to send it. The record describes the play-throughs, and nothing is sent or stored.
Ease off is V. The button appears beside the screen only while a barrier effect runs. V stops the effect and starts it again.
A controller works as well: the d-pad or left stick moves, A is Act, B is Back, X is Use, Y is Check, Start pauses and Select eases off an effect.
Letter keys are not case sensitive.
The Text button plays the same Scene in words, so the choices and outcomes are the same as on the pixel-art screen. When you choose a destination, the game walks the route one step at a time, so events along the route happen as they would on screen. Because the game clock advances by the time each action would take, you can read each screen at your own pace.