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Claude Almansi

College-Made Device Helps Visually Impaired Students See and Take Notes - Wired Campus - The Chronicle of Higher Education - 0 views

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    "August 1, 2011, 5:51 pm By Rachel Wiseman College students with very poor vision have had to struggle to see a blackboard and take notes-basic tasks that can hold some back. Now a team of four students from Arizona State University has designed a system, called Note-Taker, that couples a tablet PC and a video camera, and could be a major advance over the small eyeglass-mounted telescopes that many students have had to rely on. It recently won second place in Microsoft's Imagine Cup technology competition. (...) The result was Note-Taker, which connects a tablet PC (a laptop with a screen you can write on) to a high-resolution video camera. Screen commands get the camera to pan and zoom. The video footage, along with audio, can be played in real time on the tablet and are also saved for later reference. Alongside the video is a space for typed or handwritten notes, which students can jot down using a stylus. That should be helpful in math and science courses, says Mr. Hayden, where students need to copy down graphs, charts, and symbols not readily available on a keyboard. (...) But no tool can replace institutional support, says Chris S. Danielsen, director of public relations for the [NFB]. "The university is always going to have to make sure that whatever technology it uses is accessible to blind and low-vision students," he says. (Arizona State U. has gotten in hot water in the past in just this area.) (...) This entry was posted in Gadgets."
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    In "(Arizona State U. has gotten in hot water in the past in just this area.)" the words "in the past" are linked to http://chronicle.com/article/Blind-Students-Demand-Access/125695/ , about a Spanish work book inaccessible to blind students, with a reference to the lawsuit against Arizona State U over the adoption of the Kindle. So classifying this post in "Gadgets" is particularly paradoxical: in fact one reason why Arizona State U. was sued over the adoption of the Kindle was that Amazon presented its text-to-speech as a gadget.
Claude Almansi

CEC | Ask Arne: A Conversation with the Council for Exceptional Children's (CEC) Members and U.S. Secretary of Education Arne Duncan - 0 views

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    "As I have travelled across the country visiting schools and classrooms and talking with teachers and parents, I have heard many questions about our plans at the U.S. Department of Education to support children with disabilities, their families, and the teachers who educate them and fight for them daily. To hear more about the issues affecting students with disabilities and their teachers, I asked CEC to contact members through an e-mail blast. Your response was overwhelming. Though CEC received more questions than we could possibly answer here, I have worked with your leadership to identify some of the central questions for educators of children with disabilities, and I have worked with my staff at the Department so that we can address them in this document. I would like to thank CEC members and all teachers of children with disabilities for their outstanding compassion and commitment and for the range of complex skills and talents you bring to teaching your students every day."
Claude Almansi

Playing with Reality at the Learning and Entertainment Evolution Forum - ProfHacker - The Chronicle of Higher Education - 0 views

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    June 21, 2011, 8:00 am By Prof. Hacker Lewis Carroll's logic game[This is a guest post by Anastasia Salter, Assistant Professor at the University of Baltimore in the school of Information Arts and Technologies. Her academic work focuses on storytelling in new media; she also writes the Future Fragments column for CinCity. Follow her on Twitter at AnaSalter.--@jbj] "...With that said, perhaps the most important takeaway from LEEF is that it's not all about expensive toys. Learning games don't have to be hi-tech to be effective. There's a lot to be learned from Space Vikings, the conference's ARG-that's alternate reality game, not its augmented reality cousin. Unlike augmented reality, which requires technology to mediate an environment, alternate reality is a playful imposition of story onto a physical space. In Space Vikings, a number of us dedicated conference attendees were drawn into a mission to save our tribes from a "pedagogical wasteland." How did we accomplish this feat? By hunting down "anomalies"-read masking tape clues, QR codes and posters-with answers to questions to submit in a digital educational games theory scavenger hunt. This is just one example of a conference ARG, and designers were at LEEF to report on lessons learned from others like DevLearn's Zombie Apocalypse. (For more ideas on educational uses of Alternate Reality, check out Think Transmedia.) These same ideas can scale and transform to a number of settings. For example, Melissa Peterson's Elmwood Park Zoo ARG is currently a project conducted with paper (though imagined for smartphones), and it's already doubling the engagement time of visitors to the local zoo. And on the other side, games like the Giskin Anomaly in Balboa Park are adding new layers of narrative to a popular and culturally rich tourist destination. And these games don't have to be location dependent. Case studies like the Radford Outdoor ARG Outbreak, a social inquiry game that puts st
janschwartz4

Three generations of distance education pedagogy | Anderson | The International Review of Research in Open and Distance Learning - 0 views

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    Terry Anderson and Jon Dron Athabasca University, Canada This paper defines and examines three generations of distance education pedagogy. Unlike earlier classifications of distance education based on the technology used, this analysis focuses on the pedagogy that defines the learning experiences encapsulated in the learning design.
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