Hear every problem.
Math problems can be read aloud with built-in text to speech, including on Chromebooks, the device most classrooms actually use.
Accessibility at Infinilearn
Infinilearn ships real accessibility features, and we are honest about the gaps. This page has both: the supports built into the game today, and our full conformance report with a dated roadmap for what is next.
Read-aloud. Large Text. High Contrast. Keyboard play. Untimed math.
Built in for everyone · No premium gate on any of itBuilt-in supports
Math problems can be read aloud with built-in text to speech, including on Chromebooks, the device most classrooms actually use.
A Large Text mode enlarges in-game text and a High Contrast mode strengthens it against busy backgrounds. Both persist between sessions.
Move with the arrow keys or WASD, type answers, and submit them, all without touching a mouse. Menu and dialogue keyboard support is on the roadmap below.
Core math questions are untimed, so processing speed never decides whether a kid gets to be right. Music and sound effects have separate volume sliders, each down to zero.
The paperwork, in the open
WCAG edition, based on VPAT® Version 2.5 · Report date September 9, 2026
Infinilearn is a browser-based math practice platform for students in grades 4 through 9. It has two user-facing components, referred to throughout this report:
Built-in accessibility supports in the Game include: a Large Text mode, a High Contrast mode, read-aloud of math problems via text to speech (including on Chromebooks), keyboard character movement (arrow keys or WASD), keyboard answer entry and submission, and independent volume controls for music and sound effects.
The Game is rendered on an HTML5 canvas. Content drawn inside the canvas is not exposed to assistive technologies such as screen readers. This is the product's primary known limitation and is common to game-based learning products. The remarks below identify where it applies, and the roadmap section at the end of this report describes remediation plans.
Internal engineering review of the product source code and manual testing of the shipping product, performed September 2026. No third-party audit or assistive-technology user testing has been performed to date; this report is a good-faith self-assessment.
Web Content Accessibility Guidelines 2.1. Included in this report: Level A (yes), Level AA (yes), Level AAA (no).
| Criteria | Conformance level | Remarks and explanations |
|---|---|---|
| 1.1.1 Non-text Content | Partially Supports | Dashboards: meaningful images generally carry text alternatives and decorative elements are hidden from assistive technology; a minority of images lack alt text. Game: canvas graphics have no programmatic text alternatives, though math problems can be read aloud via text to speech. |
| 1.2.1 Audio-only and Video-only (Prerecorded) | Not Applicable | The product contains no prerecorded audio-only or video-only content that conveys information. Music and sound effects are decorative. |
| 1.2.2 Captions (Prerecorded) | Not Applicable | No prerecorded synchronized media. |
| 1.2.3 Audio Description or Media Alternative (Prerecorded) | Not Applicable | No prerecorded synchronized media. |
| 1.3.1 Info and Relationships | Partially Supports | Dashboards: semantic HTML with programmatically labeled form fields; heading structure and ARIA relationships are not yet complete on every page. Game: structure inside the canvas is conveyed visually only. |
| 1.3.2 Meaningful Sequence | Partially Supports | Dashboards: reading order in the document matches the visual order. Game: no programmatic reading sequence is exposed for canvas content. |
| 1.3.3 Sensory Characteristics | Partially Supports | Dashboards: instructions do not rely solely on shape, color, or location. Game: quest and tutorial text intentionally avoids compass directions and describes landmarks, but some prompts reference on-screen position. |
| 1.4.1 Use of Color | Partially Supports | Dashboards: color is generally paired with text or icons. Game: most state changes pair color with text, motion, or sound; some indicators (such as health bars) rely primarily on color. |
| 1.4.2 Audio Control | Supports | Music and sound effects have independent volume sliders, each of which can be set to zero. Settings persist between sessions. |
| 2.1.1 Keyboard | Partially Supports | Dashboards: standard HTML controls are keyboard operable. Game: character movement (arrow keys or WASD), typed answer entry, and answer submission work from the keyboard; several in-game menus and dialogue interactions currently require a pointer or touch. |
| 2.1.2 No Keyboard Trap | Partially Supports | Dashboards: no known keyboard traps. Game: text fields intentionally capture keystrokes while focused and release them on dismissal; keyboard focus handling inside the game is not fully verified. |
| 2.1.4 Character Key Shortcuts | Supports | Dashboards use no single-character shortcuts. In the Game, single-key movement controls are suppressed whenever a text field has focus. |
| 2.2.1 Timing Adjustable | Partially Supports | No session time limits. Core math questions are untimed. Optional challenge content (speed bounties, player-versus-player battles) involves timing that is part of the activity and cannot currently be extended. |
| 2.2.2 Pause, Stop, Hide | Partially Supports | Dashboards contain minimal moving content. The Game's world animation is part of the play activity; a reduced-motion setting is not yet offered. |
| 2.3.1 Three Flashes or Below Threshold | Supports | No content is designed to flash. Battle and spell effects use fades, movement, and scaling rather than strobing. Not yet verified with photosensitivity analysis tooling. |
| 2.4.1 Bypass Blocks | Partially Supports | Dashboards have shallow page structures with limited repeated navigation; headings aid navigation. Explicit skip-navigation links are not yet provided. |
| 2.4.2 Page Titled | Supports | Pages carry descriptive titles; the large majority of pages set a page-specific title, and the remainder fall back to the product name. |
| 2.4.3 Focus Order | Partially Supports | Dashboards: focus order follows the document order, which matches the visual order. Focus management for modal dialogs is not yet complete. Game: canvas content has no focus order. |
| 2.4.4 Link Purpose (In Context) | Supports | Links and buttons on the Dashboards use descriptive text. |
| 2.5.1 Pointer Gestures | Supports | All functionality can be operated with single-point activation. The Game's optional virtual thumbstick has single-tap (tap to move) and keyboard alternatives. |
| 2.5.2 Pointer Cancellation | Partially Supports | Dashboards: standard controls activate on release. Game: some canvas controls activate on press. |
| 2.5.3 Label in Name | Supports | Visible labels on Dashboard controls match their accessible names; icon-only controls carry ARIA labels. |
| 2.5.4 Motion Actuation | Not Applicable | No functionality is operated by device motion or user motion. |
| 3.1.1 Language of Page | Supports | The document language is declared (English). |
| 3.2.1 On Focus | Supports | Receiving focus does not trigger a change of context. |
| 3.2.2 On Input | Supports | Changing a setting or input value does not cause an unexpected change of context. |
| 3.3.1 Error Identification | Partially Supports | Form errors are identified with visible text messages; errors are not yet programmatically announced to assistive technology. |
| 3.3.2 Labels or Instructions | Supports | Form fields on the Dashboards carry programmatic labels; in-game text entry shows a visible prompt. |
| 4.1.1 Parsing | Supports | Markup is framework-generated with complete tags and no known duplicate identifiers. |
| 4.1.2 Name, Role, Value | Partially Supports | Dashboards: standard HTML controls expose name, role, and value; ARIA coverage of custom widgets is not yet complete. Game: user interface components drawn on the canvas do not expose name, role, or value to assistive technology. This is the product's primary known limitation; see the roadmap below. |
| Criteria | Conformance level | Remarks and explanations |
|---|---|---|
| 1.2.4 Captions (Live) | Not Applicable | No live synchronized media. |
| 1.2.5 Audio Description (Prerecorded) | Not Applicable | No prerecorded synchronized media. |
| 1.3.4 Orientation | Supports | Content is not restricted to a single display orientation. The Game scales to fit either orientation; Dashboards are responsive. |
| 1.3.5 Identify Input Purpose | Partially Supports | Autocomplete attributes are present on key sign-in and signup fields; coverage is not yet comprehensive. |
| 1.4.3 Contrast (Minimum) | Partially Supports | Dashboards: the design system enforces contrast-tuned text colors intended to meet the AA ratio. Game: an optional High Contrast mode increases contrast; standard game text over textured backgrounds has not been fully measured. |
| 1.4.4 Resize Text | Partially Supports | Dashboards support desktop browser zoom to 200 percent. Pinch zoom is currently disabled on mobile devices for the whole application (required by the game canvas but applied globally; scoping it to the Game is planned). The Game offers a Large Text mode that enlarges in-game text. |
| 1.4.5 Images of Text | Partially Supports | Dashboards use real text throughout. The Game renders text to canvas as part of the game presentation; its size can be increased with Large Text mode. |
| 1.4.10 Reflow | Partially Supports | Dashboard pages are responsive, though not yet verified at 320 CSS pixels. The Game is a fixed-aspect canvas and falls under this criterion's exception for content requiring two-dimensional layout, which explicitly includes games. |
| 1.4.11 Non-text Contrast | Partially Supports | Interface components generally use high-contrast styling; contrast of all controls and states has not been systematically measured. |
| 1.4.12 Text Spacing | Partially Supports | Dashboard text is standard HTML and CSS and tolerates user spacing overrides. Canvas-rendered game text does not respond to user style sheets. |
| 1.4.13 Content on Hover or Focus | Partially Supports | Tooltips and popovers are dismissible by moving away or closing; hoverable and persistent behavior has not been verified for every instance. |
| 2.4.5 Multiple Ways | Supports | The Dashboards are a small set of pages reachable through persistent, consistent navigation. |
| 2.4.6 Headings and Labels | Supports | Headings and labels on the Dashboards describe their topic or purpose. |
| 2.4.7 Focus Visible | Partially Supports | Dashboards define visible focus styles on interactive controls; coverage has not been audited on every control. The Game has no keyboard focus indicator for canvas elements. |
| 3.1.2 Language of Parts | Supports | All content is in English. (An in-game fictional language appears as a puzzle element and is not a human language.) |
| 3.2.3 Consistent Navigation | Supports | Navigation is consistent across the Dashboards. |
| 3.2.4 Consistent Identification | Supports | A shared design system enforces consistent identification of components across the product. |
| 3.3.3 Error Suggestion | Partially Supports | Some forms suggest corrections when input is invalid; coverage is not comprehensive. |
| 3.3.4 Error Prevention (Legal, Financial, Data) | Supports | Purchases run through a hosted checkout that presents order details for review before payment. Destructive account actions require explicit confirmation that identifies the affected account. |
| 4.1.3 Status Messages | Partially Supports | Some loading states are announced via live regions; most toasts and dynamic status updates are not yet programmatically announced. Remediation is on the roadmap. |
This section summarizes the material gaps identified above and our plan for each, ahead of the Department of Justice Title II compliance dates.
| Limitation | Plan | Target |
|---|---|---|
| Screen reader access to the Game. Canvas-rendered content is not exposed to assistive technology. | Continue expanding built-in equivalents (text to speech read-aloud, Large Text, High Contrast) and evaluate an accessible DOM layer for core game interactions. Full screen reader operability of a real-time game may remain a documented limitation, consistent with the broader game-based learning category. | Ongoing through 2027 |
| Keyboard operability of in-game menus and dialogue. | Extend the existing keyboard support (movement, answer entry) to menus, dialogue advancement, and shops. | June 2027 |
| Pinch zoom disabled on mobile Dashboard pages. | Scope the zoom restriction to the game canvas only. | December 2026 |
| Status messages and focus management on the Dashboards. | Add live-region announcements for toasts, errors, and loading states; complete modal focus management; add skip-navigation links. | March 2027 |
| Reduced motion setting. | Add a reduce-motion option honoring the operating system preference. | March 2027 |
| No third-party verification. | Commission an external accessibility audit and assistive-technology user testing; update this report with the findings. | December 2027 |
For accessibility questions or to report an accessibility issue, contact Adrian Martinez at adrian@infinilearn.com. Reports go straight to the person who can fix them.
VPAT® is a registered trademark of the Information Technology Industry Council (ITI).
Questions about accessibility?