This study aims at verifying the learning of adolescent students about the disabled person using educational technology in the board game mode and using a semi-experimental non-randomized study of pre and post with unintentional probability sample. Validated and standardized instruments were used. Data were processed by SPSS 20.0 and organized in tables. For comparison of proportions, the McNemar test was used. Females predominated (56%), aged between 13 and 14 years old (63.3%) from private schools (58.7%). It was evidenced a significance for learning about visual and hearing impairment on issues of low complexity (p < 0.0001), visual impairment in the issue of medium complexity (p < 0.0001) and hearing loss in high complexity (p < 0.0001). It should be practiced using the board game to school awareness about the theme, because it provides reflection on the theme, contributes to learning and encourages inclusion.