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Udl

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UDL Presentation

UDL Presentation

Published in: Education, Technology
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Transcript

  • 1. Universal Design for Learning Brian S. Friedlander, Ph.D.
  • 2. Origins of UDL
    • Extension of an architectural movement
    • Access for All
      • Examples
        • “Curb Cut”
        • Closed captioning on television
  • 3. Extending UDL to Learning
    • Accessibility for the methods and materials
    • Accessibility to the curriculum
  • 4. Framework for UDL
    • To support recognition learning, provide multiple, flexible methods of presentation
    What!
  • 5. Framework for UDL
    • To support strategic learning, provide multiple, flexible methods of expression and apprenticeship.
    How!
  • 6. Framework for UDL
    • To support affective learning, provide multiple, flexible options for engagement.
    Why!
  • 7. Role of Digital Media
    • Versatility-being able to present information in any one of several media
    • Transformability-capacity to be transformed from one medium to another
    • Their capacity for being marked
    • Their capacity to be networked
  • 8. Digital Media Applied
    • Ms. Chen’s sixth grade class is reading the Adventures of Tom Sawyer.
    • Access to digital book which can be downloaded from the Web
    • Access to digital pictures
  • 9. Role of Assistive Technology
    • Alternate keyboards
    • Text to speech readers
    • Video enlargers
    • Switch accessible
  • 10. UDL to Individualize Teaching Methods
    • Support students’ diverse recognition networks
      • Provide multiple examples
      • Highlight critical features
      • Multiple media and formats
      • Support background content
  • 11. UDL to Individualize Teaching Methods
    • Support students’ diverse strategic networks
      • Provide flexible models of skilled performance
      • Practice with support
      • Ongoing relevant feedback
      • Flexible opportunities for demonstrating skill
  • 12. UDL to Individualize Teaching Methods
    • Support students’ diverse affective networks
      • Offer choices of content and tools
      • Adjustable levels of challenge
      • Choices of rewards
      • Choices of learning context

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