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
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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