Gfh 2011 presentation abrann


Published on

Published in: Education
  • Be the first to comment

  • Be the first to like this

Gfh 2011 presentation abrann

  1. 1. Assistive Technologies for Breakthrough Teaching and Learning: Finding Room for Games Alise Brann, Research Analyst American Institutes for Research [email_address]
  2. 2. <ul><li>Technical assistance center funded by the U.S. Department of Education, Office of Special Education Programs </li></ul><ul><li>Promotes technology innovation to support student learning, with an emphasis on students with disabilities </li></ul><ul><li>Operated by the American Institutes for Research in Washington, DC </li></ul><ul><li>What is NCTI? </li></ul>
  3. 3. <ul><ul><li>Cultivate a collaborative network of AT researchers, developers, and entrepreneurs </li></ul></ul><ul><ul><li>Promote innovative products that reach the marketplace </li></ul></ul><ul><ul><li>Analyze needs, issues, trends, and promising technology innovation </li></ul></ul><ul><li>NCTI </li></ul><ul><li>Objectives </li></ul>
  4. 4. <ul><ul><ul><li>Converging Trends in Educational and Assistive Technology </li></ul></ul></ul><ul><ul><ul><li>The Power of Social Networking for Professional Development </li></ul></ul></ul><ul><ul><ul><li>What Technology Can Learn from the Brain </li></ul></ul></ul><ul><ul><ul><li>Potential of Social Media for Students with Disabilities </li></ul></ul></ul><ul><ul><ul><li>Exergaming Gets Kids Moving </li></ul></ul></ul><ul><ul><ul><li>Personalizing Assessment </li></ul></ul></ul><ul><ul><ul><li>Exploring the Minds of Innovators </li></ul></ul></ul>Emerging & best practices for innovative technology in education
  5. 5. <ul><ul><li>Accessible </li></ul></ul><ul><ul><li>Innovative </li></ul></ul><ul><ul><li>Evidence-based </li></ul></ul><ul><ul><li>Makes use of best practices and available research </li></ul></ul><ul><ul><li>Customizable and personalized </li></ul></ul><ul><ul><li>Supported by technology tools </li></ul></ul><ul><li>Breakthrough Teaching and Learning </li></ul>
  6. 11. <ul><ul><li>Innovation </li></ul></ul><ul><ul><li>Research </li></ul></ul><ul><ul><li>Accessible design </li></ul></ul><ul><ul><li>Involve the user </li></ul></ul><ul><ul><li>Flexible solutions </li></ul></ul><ul><li>What needs to happen? </li></ul>
  7. 13. <ul><li>“ What are the common access, communication, and internet navigation needs of people with disabilities, people in rehabilitation, wounded veterans, new computer users, and the elderly? Flexibly designed solutions can serve all these populations, massing a base large enough to support new development.” </li></ul><ul><li>- Breakthrough Teaching and Learning: Exploring the Minds of Innovators </li></ul>
  8. 14. <ul><ul><li>User-centered innovation </li></ul></ul><ul><ul><ul><li>Create toolkits and platforms that support user innovation and solutions </li></ul></ul></ul><ul><ul><ul><li>Kinect NAVI </li></ul></ul></ul><ul><ul><li>Convergence </li></ul></ul><ul><ul><ul><li>AT innovations in mainstream tech </li></ul></ul></ul><ul><ul><ul><li>Mainstream innovations move into AT </li></ul></ul></ul><ul><li>Encouraging Innovation </li></ul>
  9. 15. “ Before I had my video phone, I was always bored…. Now I can video phone my friends everyday ….”
  10. 16. <ul><ul><li>What we can do is outstripping what we know about accessibility </li></ul></ul><ul><ul><li>Lessons learned often are not well-documented </li></ul></ul><ul><ul><li>Research to practice gap </li></ul></ul><ul><ul><li>Accessible games often not playable/suitable for mainstream </li></ul></ul><ul><ul><li>More research on features is needed </li></ul></ul><ul><li>Research is Key </li></ul>
  11. 17. <ul><ul><li>Usability studies – get gamers with disabilities involved before launch </li></ul></ul><ul><ul><li>Collaboration with users and educators </li></ul></ul><ul><ul><li>Design with UDL in mind </li></ul></ul><ul><ul><li>Flexible solutions </li></ul></ul><ul><ul><li>Customizable options </li></ul></ul><ul><li>Accessible From the Start </li></ul>
  12. 18. <ul><ul><li>Online AT Research Primer from NCTI & ATIA </li></ul></ul><ul><ul><li>Guide for AT developers, manufacturers and vendors </li></ul></ul><ul><ul><li>Free webinars on key topics from experts in the field </li></ul></ul><ul><li>Assistive Technology Research Matters </li></ul>
  13. 19. <ul><ul><li>June 1 st – Market Research </li></ul></ul><ul><ul><li>Engaging current and potential customers </li></ul></ul><ul><ul><li>Speakers: Tracy Gray (NCTI), Heidi Silver-Pacuilla (NCTI), Jen Thalhuber (AbleNet), Cheryl Volkman (AbleNet) </li></ul></ul><ul><li>Assistive Technology Research Matters </li></ul>