This paper extends the gamification interactive typing for Primary School VisuallyImpaired in Indonesia with some development according to previous user's feedback. This study focuses in to renew the application and evaluate the updated application for visually impaired children developed by utility Unity software. Besides, standards of good gamification are worthy of study and can increase the motivation to learn, and it only can happen if it meets the needs of the user. To achieve those goals, it has completed some development on several sections includes the homepage, input text, text size, and scoring. In this paper, System Usability Scale (SUS) is utilized, and some statistical model is conducted such as average, mean, Pearson-Product Moment correlation, T-test, and ANOVA. T-test results show that no difference between the partial and fully visually impaired participant, gender, and participants who used a similar application and not. The grades do not affect the SUS score, so it proved that the collected SUS score as average 75 is an objective result from the users although the average grade is 46. Moreover, both variable usability (0.884) and variable learnability (0.771) are positively correlated toward the System Usability Scale, notwithstanding variable usability and variable learnability is not correlated (0.383). The impact of this research can improve the industries especially the education field in Indonesia and some expectations from that result are included experience, knowledge, and skills of the users that need to be evaluated in further research. Hence, in the future, by using this application, we can increase the standard of living visually impaired people and enhance industry 4.0 in Indonesia.