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Technology for inclusion with diverse learners

20 January, 2019 By Kim Martin Leave a Comment

Are the learning opportunities you are providing in your learning spaces enabling the students with additional needs to succeed, have a voice and demonstrate their learning?

The aim of this post it to share important considerations when introducing a digital technology solution to meet a student’s learning goals based on universal design learning principles that meet the needs and goals of the learner and can be used in the classroom tomorrow.

What is Universal Design for learning?

Universal design for learning is a framework to improve and optimize teaching and learning for all people (CAST, 2018).

Planning for inclusive and universally designed learning opportunities that utilise digital technologies can:

  • Enable all the learners to engage in the learning opportunity at their own capacity and ability level;
  • Enable multiple means of access to learning opportunities that suit any learners’ abilities (support or extension);
  • Allow access (how) to information, communication (what) and engagement (why) to be differentiated;
  • Allow any learner using the technology to adjust or modify settings and empowers and enables personalisation to meet an individual’s needs for use

Evaluating digital technology

When considering the introduction of a new digital tool for a student, it is imperative to remember that the innovation is actually the learner being able to utilise the right digital tool to engage, collaborate, learn, create and increase opportunities to think and share in a way that works for them, not the digital tool itself.

Therefore, considerations and conversations are required, and where appropriate, include the learner before a new digital tool is introduced. Knowing the learner’s needs and building rapport is always the first step. After that comes understanding of their challenges and matching the technology to their needs, areas of strength, and learning goals with the aim of building capacity and independence.

Taking the time in the beginning to ask the right questions, find out what the learners goals and environment look like and matching that to the right digital tool before introducing anything new to a student with additional needs can make a significant difference in the successful implementation of the chosen digital tool.  Questions such as:

  • What are the student’s current abilities/areas of strength and capacity?
  • What are the student’s learning goals?
  • What are the teacher’s learning goals for this student?
  • What are the other students doing that this student needs to be able to achieve?
  • What does the student need or want to be able to do that is difficult to accomplish independently at the moment?

There are four reasons to introduce a digital technology tool for a learner in your learning space. The right tool for an individual learner can improve access to the curriculum, enable the learner to experience success and demonstrate their understanding.

  1. Enhance – helps the learner to learn and function more effectively.
  2. Remedial – helps to practice specific skills.
  3. Compensatory – helps to complete activities and tasks with greater independence. For example text to speech software.
  4. Extension – provides opportunities to further extend and explore their learning, knowledge and abilities.

(adapted from Cook, A. M., & Polgar, J. M. (2008). Cook & Hussey’s Assistive Technologies: Principles and Practice, Mosby Elsevier, St.)

There is a myriad of digital tools to support learners with additional needs, to encourage independence, access and inclusivity in the learning environment.  Universally designing a few ways to improve the engagement and inclusion of our most vulnerable learners, utilising digital technology, can make a big impact on the success and enjoyment our students experience.

One useful tool that you may like to consider using to help guide your decision-making process is an evaluation rubric. Using the rubrics touch points to guide considerations and questions about what digital technology tool to introduce to the student and learning environment can be a positive way to ensure all parties involved in making a decision have the same understanding about priorities for the new tool including learning goals or budget considerations.

Over time I ended up creating my own evaluation rubric template for an inclusive technology assessment that works for the specialised field I work in (sensory impairments) which I can adjust to meet the needs of each individual I am working with. If you would like a copy of this please reach out to me.

Joy Zabala and Tony Vincent have extensive experience in the area of inclusive technologies for students and have both created rubrics to guide teachers and leaders through the decision making process. Both Tony and Joy’s websites and resources are worth checking out before you get started. What I like about these two resources in particular is that they key questions in each area guide you into gathering data and information to support the consideration and implementation of appropriate inclusive technologies that focus on the learner, their educational goals and the learning context first. Once goals in this area have been identified, choosing the right technology or app can commence.

Finally, I would like to leave you with this quote from Dr Kevin Maxwell which has been my screen saver on many devices over the years and reminds me each day of why I am an advocate for purposefully using the right digital technology in our learning spaces.

‘Our job is to teach the students we have.
Not the ones we would like to have.
Not the ones we used to have.
Those we have right now.
All of them.’

– Dr. Kevin Maxwell

I’d love to meet you and share our stories at the Leading a Digital School Conference where I am presenting two sessions; Technology for inclusion with diverse learners (Thursday @ 12.10pm) and Digital tool smashing – Learning can include more than APP smashing! (Saturday @ 12.10pm)

References

CAST (2018). UDL and the learning brain. Wakefield, MA: Author. Retrieved from http://www.cast.org/our-work/publications/2018/udl-learning-brain-neuroscience.html

Vincent, T (2012) Ways to evaluate apps. Retrieved from http://learninginhand.squarespace.com/blog/ways-to-evaluate-educational-apps.html

Walker, H. (2011). Evaluating the effectiveness of apps for mobile devices. Journal of Special Education Technology, 26(4), 59-63.

Zabala, J. S. (2005). Ready, SETT, go! Getting started with the SETT framework. Closing the Gap, 23(6), 1-3. Retrieved from  http://www.joyzabala.com/

 

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Flickr

Filed Under: Digital Technologies, Personalised Learning

Digital tool smashing – Learning can include more than APP smashing!

16 January, 2019 By Kim Martin 3 Comments

So, your class has mastered Book Creator for writing a story to share with a real audience, they rock at using Do Ink for green screen movie making and they are all over SeeSaw for recording their learning. It’s time to integrate a few quality apps to take it to the next level.

App Smashing is the process of students utilising a core of quality apps that complement and enhance each other to create inspiring and engaging ways that not only demonstrate their learning but showcases it and allows you to assess their understanding and skills.  The term App smashing was coined by Greg Kulowiec (USA) in 2013. Laura Cummings has a great blog post about App smashing if you’d like to know more about setting parameters and supporting app smashing in your learning space. Whilst this post focuses on the power of combining iOS apps in an education setting, over time the term app smashing has also come to include the use of more than just iPads and at times more than one device type, for example using a Chrome book,  and an iPad to create a finished product.

Students intuitively explore apps long before we’ve had time as a teacher to offer step by step instructions and often find an apps limitations and special features before we’ve fully explored the apps learning and integration potential. Students also often soon realise one specific app doesn’t allow them to produce a final piece of work or product with all the features they need or want and intuitively experimenting with a variety of apps to create their final product.  They key to app smashing is the camera roll or the ability to save a photo, a video, an image you’ve sourced or created and importing it into another app to combine, manipulate to create something new that wasn’t possible to make happen in either of the other apps on their own. App smashing it more than utilising the features and functions of more than one app to reach an objective.

The power of app smashing is the transformation of projects into rich media creations and encourages the seamless use of digital tools for learning. The two key elements for success when app smashing with iPads are the camera roll and the ability to share your creations. When you first introduce the concept of app smashing to your class, depending on their age and familiarity with the apps, you may recommend and demonstrate how to utilise specific apps together to create a finished product. Eventually, however, the goal is for students to consider the assessment criteria and decide themselves which apps will work best for their learning task or project idea by considering what the various apps features are and which one, two, or even four apps would work well together to suit their needs.

Why App Smash?

  1. encourage creative and imaginative thinking
  2. Support collaboration
  3. Students have choice, control and ownership in their learning process
  4. encourage critical thinking
  5. help students construct knowledge and demonstrate deep learning
  6. help maximize the potential of digital tools by combining features and functions.
  7. Allows creativity to shine and allows students to demonstrate their learning in their preferred communication mode. For example, speaking (audio or video), writing (typing text or with a stylus) or drawing.
  8. Provides opportunities to purposefully create and share with a real audience
  9. Empower students to share their voice and showcase their learning.

Dr. Monica Burns (ClassTechTips.com) recently wrote an e-book How to use App Smashing as an assessment tool full of ideas for using book creator as a formative assessment tool.

Combining apps for innovative project ideas

  1. Create a multimedia book (topic/ theme can cover any curriculum or interest area)
  2. Podcast / radio show/ review (book, movie, TV etc.)
  3. Interactive comic
  4. Student created biography interview videos

A few of my favourite Apps

With links to Apple App Store. Those that I know are also available on other platforms I have identified.

  • Camera Roll (iOS)
  • Do Ink! Green Screen (iOS)
  • Book Creator (iOS) Chrome & Android
  • iMovie (iOS)
  • SeeSaw(iOS) Android
  • Explain Everything (iOS) Chrome & Android
  • Garage Band (iOS)
  • Pic Collage
  • ChatterPix
  • Apple Clips (iOS)
  • Toontastic
  • Flip Grid
  • Tellagami
  • Thinglink
  • Keynote (iOS)
  • Canva

Tips

  1. Communicate clear assessment criteria to your students.
  2. Make sure students know how much time they have to complete the task or project.
  3. Make it a clear and easy process for students submit to you finished work created digitally.

I hope that this post has given you enough ideas to start app smashing with your students, encouraging learning and creativity in your classroom. If you need more inspiration I recommend checking out Jornea Erwin aka @Savvy_Educator, or the #AppSmashing hashtag on Twitter.

I will be presenting about these ideas and others at the Leading a Digital School Conference this year, come along and say hi – www.iwb.net.au/digital/program

images
Flickr

Filed Under: Digital Technologies, Innovation, Personalised Learning Tagged With: culture of innovation, digital technology, learning, student-centred

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