2. WHAT IS UNIVERSAL DESIGN?
• Designing products/ideas to allow usage by the greatest
number of people possible
• Requires a “big picture” view of the creation, but a detailed
view of those involved in the use of the creation
• Considers everybody that a situation could possibly effect
• Can be applied to education in the classroom
• Requires planning ahead
• Allows above- and below-average learners to learn
together
• Takes away the disability of the school, not the
students
3. GUIDELINES FOR UNIVERSAL DESIGN
• Provide more than one form of representation
• Can every child perceive it?
• Can everybody understand how it is represented?
• Can a child process the information?
• Real Live Example: Mapquest
• Arrow on the left = visual perception
• Street name written out = linguistic
• Time estimation = spatial
• Exact mileage = mathematical/logical
4. GUIDELINES FOR UNIVERSAL DESIGN
• Provide multiple means of “doing” and expression
• Can every learner physically “act” the material?
• Allow them to represent their work in the most fluent way
possible (writing/speaking/drawing)
5. GUIDELINES FOR UNIVERSAL DESIGN
• Practice multiple ways of motivating and engaging
students in learning
• Keep the engagement sustained over a period of time
• Teach students self-regulation
6. IMPLEMENTING UNIVERSAL DESIGN
• Use different techniques in the classroom
• Make sure assessments are accurate
• Rewarding for teachers and students
• Non-readers participate in conversation about a book
• Teacher “knows they are doing something right”
• Be bold – it is not always easy
• Learning should be exciting!
• Remember, you have no excuse
• It is for EVERYBODY