Design Digital Age Learning Experiences: Diverse Learners

When two students perform the same academic task, the patterns of activity in their brains are as unique as their fingerprints.
- CAST, 2002

Students have a right to be presented material in ways that helps them comprehend and learn best.
- Sarah B.


Lecture: Assistive Technology in Practice

  • Definition: "any item, piece of equipment, or product...whether acquired commercially, something modified, or custom made...that is used to increase, maintain, and/or improve the functional capability of individuals with disabilities." (IDEA 1997, ADA)
  • Reactions to video
  • Links to resources from LDResources
  • The teacher's role

Presentation/Discussion: Universal Design for Learning (UDL)

Three Brain Networks and examples:

  • Recognition - Basic knowledge-being able to recall facts; basic understanding of curriculum content and the ability to recognize symbols or ideas.
    • Examples: memorizing times tables, vocabulary, spelling, letter recognition, reading
  • Strategic - Taking information and then either analyzing or evaluating it. More analysis, procedural, decision making and problem solving processes rather than just recalling information.
    • Examples: working a problem, experiment, writing, creating products, reading comprehension
  • Affective - Trying to draw students in to the subject and making them care about what they are learning and become engaged with the material
    • Examples: use of stories, connecting things to their lives, singing, humor, emotional appeals

Three Principles of UDL

  • To support recognition learning, provide multiple, flexible methods of presentation
    • Technology - videos, visuals/images, field trip, role play,
  • To support strategic learning, provide multiple, flexible methods of expression and apprenticeship
    • Technology - impersonation, creating videos, drawing (e.g. Kidspiration), writing
  • To support affective learning, provide multiple, flexible options for engagement
    • Technology - challenge/game,

Application: UDL and the AT approach

  • Block planning exercise (build in at least three options for each UDL principle (using technology or not)
  • Refer back relative advantage

Studio Time: Lesson Plans


Extension Links: