Gfh 2011 presentation abrann

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Assistive Technologies for Breakthrough Teaching and Learning: Finding Room for Games Alise Brann, Research Analyst American Institutes for Research [email protected]

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Transcript of Gfh 2011 presentation abrann

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Assistive Technologies for Breakthrough Teaching and Learning: Finding Room

for Games

Alise Brann, Research Analyst

American Institutes for Research

[email protected]

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Technical assistance center funded by the U.S. Department of Education, Office of Special Education Programs

Promotes technology innovation to support student learning, with an emphasis on students with disabilities

Operated by the American Institutes for Research in Washington, DC

What is NCTI?

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Cultivate a collaborative network of AT researchers, developers, and entrepreneurs

Promote innovativeproducts that reach the marketplace

Analyze needs, issues, trends, and promising technology innovation

NCTIObjectives

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Converging Trends in Educational and Assistive Technology

The Power of Social Networking for Professional Development

What Technology Can Learn from the Brain

Potential of Social Media for Students with Disabilities

Exergaming Gets Kids Moving Personalizing Assessment Exploring the Minds of Innovators

Emerging & best practices for innovative technology in education

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Accessible Innovative Evidence-based Makes use of best practices and available

research Customizable and personalized Supported by technology tools

Breakthrough Teaching and Learning

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InnovationResearchAccessible design Involve the userFlexible solutions

What needs to happen?

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“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.”

- Breakthrough Teaching and Learning: Exploring the Minds of Innovators

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User-centered innovation• Create toolkits and

platforms that support user innovation and solutions

• Kinect NAVI

Convergence• AT innovations in

mainstream tech

• Mainstream innovations move into AT

Encouraging Innovation

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“Before I had my video phone, I was always bored…. Now I can video phone my friends everyday ….”

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What we can do is outstripping what we know about accessibility

Lessons learned often are not well-documented Research to practice gap Accessible games often not playable/suitable for

mainstream More research on features is needed

Research is Key

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Usability studies – get gamers with disabilities involved before launch

Collaboration with users and educators Design with UDL in mind Flexible solutions Customizable options

Accessible From the Start

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Online AT Research Primer from NCTI & ATIA

Guide for AT developers, manufacturers and vendors

Free webinars on key topics from experts in the field

Assistive Technology Research Matters

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June 1st – Market Research Engaging current and

potential customers Speakers: Tracy Gray (NCTI),

Heidi Silver-Pacuilla (NCTI), Jen Thalhuber (AbleNet), Cheryl Volkman (AbleNet)

Assistive Technology Research Matters