Grab-a-Crab is a game that assesses the user’s skills and abilities for completing tasks in an inventory job. The game uses the metaphor of sorting sea creatures which map to the high level skill set needed to successfully perform inventory tasks. The data of user’s game actions are captured for analysis. This game is the first in a series of assessment gaming experiences for evaluating the digital literacy of people with cognitive disabilities. View Mapping Diagram.

Gaming Experiences for Evaluating Digital Literacy (GEEDL)

People with cognitive disabilities currently have limited job placement opportunities because of antiquated job placement methodologies and assumptions of limitations by potential employers. The goal of this project is to develop gaming experiences that will open new opportunities of employment in our expanding technology driven society of a population that is often overlooked by employers.

To date we have conducted two rounds of field testing on the Stage 1 initial pilot online game, Grab-a-Crab, in May, 2009: December, 2009.  Multiple sets of developmentally delayed/autistic students and adults participated in the field-testing, conducted at a school for students with developmental delays and at an adult day program. Although there was a broad range of levels of the student and adult beta testers, students exhibited a consistently high degree of engagement, motivation and interest by the participants.


Client: Bridgemultimedia

Roles: Project Manager and Game Designer | 2009 – 2010

Collaborators: Matt Kaplowitz and Dharmarajan Ayakkad

Organizational Support: Interactive Telecommunications Program (ITP) at New York University, and the Chimes Foundation, Baltimore, MD,