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Byte Bot AI seeks to create an engaging and accessible platform that fosters a passion for coding, empowers young minds, and promotes STEM skill development, ultimately positively impacting the lives of people with disabilities.

1. Inclusive and Accessible Coding Game: “Byte Bot AI” will be thoughtfully designed to cater to the unique needs of children with physical disabilities and elderly individuals. The game’s user-friendly interface will ensure accessibility for all, regardless of physical limitations, making coding education enjoyable and empowering.

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2. Arabic Solutions for the Arab World: Our game will be available in Arabic and English. This initiative will pave the way for future developments in assistive technologies in Qatar and the wider Arab world. Inspiring Innovators and Awareness: Through “Byte Bot AI,” we aspire to inspire young innovators and entrepreneurs to create cutting-edge accessibility solutions. The game will raise awareness of the AT field, encouraging more individuals to contribute to this noble cause.

3. Inspiring Innovators and Awareness: Through “Byte Bot AI,” we aspire to inspire young innovators and entrepreneurs to create cutting-edge accessibility solutions.



Byte Bot AI Modules

Module 1: Byte Bot’s Adventure (Introduction)

  • Introduce Byte Bot, the friendly coding companion, to the players.

  • Familiarize players with the game’s interface and mechanics.

  • Basic interactive activities to navigate Byte Bot through a simple maze or collect objects, introducing the concept of sequencing.

Module 2: Looping Loops

  • Teach the concept of loops by programming Byte Bot to repeat actions.

  • Interactive challenges where players use loops to solve puzzles, such as picking up items in a limited time or navigating through obstacles efficiently.

Module 3: Arrays in Action

  • Introduce the concept of arrays by organising and storing multiple pieces of data.

  • Players learn how to create arrays and use them in practical tasks, like storing and accessing different colours or shapes for Byte Bot’s actions.

Module 4: Functions with Friends

  • Introduce functions as reusable blocks of code.

  • Players create custom functions for Byte Bot to perform complex tasks, such as dancing or drawing shapes, using a series of pre-programmed actions.

Module 5: Conditional Choices

  • Teach conditional statements (if-else) by making Byte Bot respond differently based on specific conditions.

  • Players program Byte Bot to make decisions, like choosing different paths based on the presence of obstacles.

Module 6: Byte Bot’s Game Show

  • Combine all concepts learned in previous modules to create interactive games.

  • Players design and code their game levels using loops, arrays, functions, and conditionals.

Module 7: Real-World Applications

  • Introduce practical examples of coding in real life.

  • Players explore how coding is used in animation, robotics, and web development industries.

Module 8: Byte Bot Showdown (Final Challenge)

  • Culminating challenge where players must use all their coding skills to overcome a series of complex puzzles.

  • This module tests the players’ proficiency in sequencing, looping, and using arrays, functions, and conditionals.


To ensure “Byte Bot AI” is accessible for people using eye tracking, switches, and joysticks, the game’s development will incorporate various adaptive features and user-friendly interfaces. Here’s how accessibility will be integrated for each input method:

  • Eye Tracking:  Eye tracking technology allows users to control the game by moving their eyes, which is particularly useful for individuals with limited motor control. To make “Byte Bot AI” eye tracking compatible:

  • Gaze Interaction: The game’s interface will support gaze interaction, allowing users to navigate menus and perform actions by fixating on specific elements on the screen.

  • Adjustable Gaze Sensitivity: Users can adjust the gaze sensitivity to suit their needs and comfort.

  • Gaze Dwell Time: The game can incorporate dwell-time activation, triggering a selected option after the user’s gaze remains fixed for a predetermined duration.

  • Switches: Switches are assistive devices that users can activate with limited physical effort. They can be triggered through various methods, such as tapping, blowing, or using other body parts. To accommodate switches in “Byte Bot AI”

  • Switch Compatibility: The game will support various switch types and input methods, ensuring compatibility with a wide range of assistive devices.

  • Switch Scanning: The game will offer to switch scanning functionality, allowing users to navigate through options sequentially until they find the desired action to trigger.

  • Joysticks: Joysticks provide an alternative means of control for users with limited hand dexterity or mobility. To optimise “Byte Bot AI” for joystick use:

  • Customizable Controls: Users can customise joystick controls based on their preferences and physical capabilities.

Simplified Controls: The game will implement simplified controls, minimising the number of joystick inputs required to perform actions.

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