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Virtual Reality/Simulations with UDL
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Previous/Next Navigation for Collections
Virtual Reality and Computer Simulations and the Implications for UDL Implementation: Curriculum Enhancements Report
The implications for UDL content and lesson plan information in this report was developed by CAST through a Subcontract Agreement with the Access Center: Improving Outcomes for All Student K-8 at the American Institutes for Research. This work was funded by the U.S. Department of Education, Office of Special Education Programs (Cooperative Agreement #H326K02003)
Prepared by Nicole Strangman, Tracey Hall and Anne Meyer
National Center on Accessing the General Curriculum
Introduction
Many people associate virtual reality and computer simulations with science fiction, high-tech
industries, and computer games; few associate these technologies with education. But virtual reality
and computer simulations have been in use as educational tools for some time. Although they have
mainly been used in applied fields such as aviation and medical imaging, these technologies have
begun to edge their way into the classroom. Educational researchers have turned their attention to
these technologies, investigating the effectiveness of their curriculum application. This document
examines this research and explores points of intersection with Universal Design for Learning (UDL),
a curriculum design approach intended to lower the barriers that traditionally limit access to
information and learning for many students. At this point of intersection are opportunities that could
greatly expand teachers' capacity to support diverse learners. Computer simulations and virtual reality
are potentially powerful learning technologies by themselves, offering teachers a means to concretize
abstract concepts for students and provide them with opportunities to learn by doing what they might
otherwise encounter only in a textbook. UDL provides a context for implementing these technologies
and harnessing their power in a way that can improve learning experiences for every student in the classroom.
This discussion of virtual reality, computer simulations, and UDL begins with an introduction to these
two technologies (presenting a definition and sampling of different types and a consideration of their
curriculum applications) and a discussion of the research evidence for their effectiveness. In the second
part of the paper the discussion turns to UDL applications of virtual reality and computer simulations.
UDL is a theoretical approach that is based on research on the brain and effective teacher practices.
This section develops an understanding of UDL and proceeds to identify ways that virtual reality and
computer simulations support the approach at both the theoretical and teacher practice levels. The
document concludes with general guidelines for UDL implementation and a list of Web resources that
provide further information.
The literature review in this paper is also available as a stand-alone document, with annotated
references. Look for it within the listing of Phase II Curriculum Enhancements Literature Reviews on
the Enhancements Literature Review page of the National Center for Accessing the General Curriculum
Web site
http://www.cast.org/ncac/NCACPublications3117.cfm.
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Definition and Types
Computer simulations are computer-generated versions of real-world objects (for example, a sky
scraper or chemical molecules) or processes (for example, population growth or biological decay).
They may be presented in 2-dimensional, text-driven formats, or, increasingly, 3-dimensional,
multimedia formats. Computer simulations can take many different forms, ranging from computer
renderings of 3-dimensional geometric shapes to highly interactive, computerized laboratory experiments.
Virtual reality is a technology that allows students to explore and manipulate computer-generated,
3-dimensional, multimedia environments in real time. There are two main types of virtual reality
environments. Desktop virtual reality environments are presented on an ordinary computer screen and
are usually explored by keyboard, mouse, wand, joystick, or touch screen. Web-based "virtual tours"
are an example of a commonly available desktop virtual reality format. Total immersion virtual
reality environments are presented on multiple, room-size screens or through a stereoscopic, head-mounted
display unit. Additional specialized equipment such as a DataGlove (worn as one would a regular glove)
enables the participant to interact with the virtual environment through normal body movements. Sensors
on the head unit and DataGlove track the viewer's movements during exploration and provide feedback that
is used to revise the display enabling real-time, fluid interactivity. Examples of virtual reality
environments are a virtual solar system that enables users to fly through space and observe objects
from any angle, a virtual science experiment that simulates the growth of microorganisms under different
conditions, and a virtual tour of an archeological site, and a recreation of the Constitutional
Convention of 1787.
Top
Applications Across Areas of the Curriculum
Computer simulations and virtual reality offer students the unique opportunity of experiencing
and exploring a broad range of environments, objects, and phenomena within the walls of the classroom.
Students can observe and manipulate normally inaccessible objects, variables, and processes in
real-time. The ability of these technologies to make what is abstract and intangible concrete and
manipulable suits them to the study of natural phenomena and abstract concepts, "(VR) bridges
the gap between the concrete world of nature and the abstract world of concepts and models
(Yair, Mintz, & Litvak, 2001)." This makes them a welcome alternative to the conventional study
of science and mathematics, which requires students to develop understandings based on textual descriptions
and 2-D representations.
The concretizing of objects – atoms, molecules, and bacteria, for example, makes learning more
straightforward and intuitive for many students and supports a constructivist approach to learning.
Students can learn by doing in addition to, for example, learning by reading. They can also test theories
by developing alternative realities. This greatly facilitates the mastery of difficult concepts, for
example the relation between distance, motion, and time (Yair et al., 2001).
Thus far math and science applications are the most frequent to be found in the research literature.
Twenty-two of the thirty-one studies surveyed in this review of the literature investigated applications
in science; 6 studies investigated math applications. In contrast, only one study investigated
applications in the humanities curriculum (specifically, history and reading). The two remaining
addressed generalized skills independent of a curriculum area.
It is important to keep in mind, however, when reading this review, that virtual reality and computer
simulations offer benefits that could potentially extend across the entire curriculum. For example, the
ability to situate students in environments and contexts unavailable within the classroom could be
beneficial in social studies, foreign language and culture, and English curricula, enabling students to
immerse themselves in historical or fictional events and foreign cultures and explore them first hand.
With regard to language learning, Schwienhorst (2002) notes numerous benefits of virtual reality,
including the allowance of greater self-awareness, support for interaction, and the enabling of real-time
collaboration (systems can be constructed to allow individuals in remote locations to interact in a
virtual environment at the same time) (Schwienhorst, 2002).
The ability of virtual reality and computer simulations to scaffold student learning
(Jiang & Potter, 1994; Kelly, 1997-98), potentially in an individualized way, is another
characteristic that enables them to be integrated across a range of curriculum areas. An illustrative
example of the scaffolding possibilities is a simulation program that records data and translates
between notation systems for the student, so that he or she can concentrate on the targeted skills of
learning probability (Jiang & Potter, 1994). The ability for students to revisit aspects of the
environment repeatedly also helps put students in control of their learning. The multisensory nature can
be especially helpful to students who are less visual learners and those who are better at comprehending
symbols than text. With virtual environments, students can encounter abstract concepts directly, without
the barrier of language or symbols, computer simulations and virtual environments are highly engaging,
"There is simply no other way to engage students as virtual reality can (Sykes & Reid, 1999)."
Thus, although math and science are the most frequently researched applications of these two technologies,
humanities applications clearly merit the same consideration.
Top
Evidence for Effectiveness as a Learning Enhancement
Before investing in a new technology or instructional approach it is important to know for
certain that there will be a sizeable return on the investment. Research studies are designed to put
instructional tools and instructional methods to the test, evaluating their effectiveness and exploring
the conditions that impact their use (Figure 1). As such, research studies are an invaluable resource.
In the following sections, we discuss the evidence for the effectiveness of virtual reality and
computer simulations based on an extensive survey of the literature published between 1980 and 2002.
This survey included 31 research studies conducted in K-12 education settings and published in
peer-reviewed journals (N=27) or presented at conferences (N=3) (it was necessary to include conference
papers due to the low number of virtual reality articles in peer-reviewed journals). Every attempt was
made to be fully inclusive but some studies could not be accessed in a timely fashion. Although the
research base is somewhat small, particularly in the case of virtual reality, it provides some useful
insights. Students with special needs are not largely represented in the virtual reality/computer
simulation evidence base, but an effort has been made to highlight research studies that are particularly
relevant to special needs populations.
Questions that Research Studies Can Answer for Educators
What aspects of learning and achievement can this enhancement improve?
How big an effect does this enhancement have on learning and achievement?
How does the effectiveness of this enhancement compare to other approaches?
Is this enhancement effective for students with special needs?
Can this enhancement normalize the performance of students with special needs to that of other students?
For what grade level of student is this enhancement effective?
Are their gender differences in the impact this enhancement has on learning and achievement?
How much experience with an enhancement do students need in order to reap benefits from it?
Is this enhancement engaging for students?
What kind of instructional context(s) are best suited to this enhancement?
What classroom settings are best suited to this enhancement?
How much teacher training and support is needed to implement this enhancement effectively?
How long do the effects of working with this enhancement last?
Do the effects of working with this enhancement generalize to other situations?
Figure 1. A list of teacher-relevant questions that research studies can address for any
enhancement.
Virtual Reality
Numerous commentaries and descriptions of virtual reality projects in education have been published.
Research studies are still relatively rare. We identified three research investigations of virtual reality
in the K-12 classroom, drawing from one journal article (Ainge, 1996) and two conference papers
(Song, Han, & Yul Lee, 2000; Taylor, 1997).
Taylor's (1997) research was directed at identifying variables that influence students' enjoyment of
virtual reality environments. After visiting a virtual reality environment, the 2,872 student participants
(elementary, middle, and high school) rated the experience by questionnaire. Their responses were
indicative of high levels of enjoyment throughout most of the sample. However, responses also indicated
the need for further development of the interface both to improve students' ability to see in the
environment and to reduce disorientation. Both factors were correlated with ratings of the environment's
presence or authenticity, which itself was highly associated with enjoyment. It's uncertain whether
these technical issues remain a concern with today's virtual reality environments, which have certainly
evolved since the time this study was published.
Whether or not virtual reality technology has yet been optimized to promote student enjoyment, it
appears to have the potential to favorably impact the course of student learning. Ainge (1996) and Song
et al., (2000) both provide evidence that virtual reality experiences can offer an advantage over more
traditional instructional experiences at least within certain contexts. Ainge showed that students who
built and explored 3D solids with a desktop virtual reality program developed the ability to recognize
3D shapes in everyday contexts, whereas peers who constructed 3D solids out of paper did not. Moreover,
students working with the virtual reality program were more enthusiastic during the course of the study
(which was, however, brief - 4 sessions). Song et al (2000) reported that middle school students who
spent part of their geometry class time exploring 3-D solids were significantly more successful at
solving geometry problems that required visualization than were peers taught geometry by verbal
explanation. Both studies, however, seem to indicate that the benefits of virtual reality experiences are
often limited to very specific skills. For example, students taught by a VR approach were not any more
effective at solving geometry problems that did not require visualization (Song et al., 2000).
Clearly, the benefits of virtual reality experiences need to be defined in a more comprehensive way.
For example, although numerous authors have documented student enjoyment of virtual reality (Ainge,
1996; Bricken & Byrne, 1992; Johnson, Moher, Choo, Lin, & Kim, 2002; Song et al., 2000), it
is still unclear whether virtual reality can offer more than transient appeal for students. Also, the
contexts in which it can be an effective curriculum enhancement are still undefined. It will be important
to establish that learning in virtual reality environments transfers to other contexts. At this point the
evidence is promising, but it would be premature to make any broad or emphatic recommendations regarding
the use of virtual reality as a curriculum enhancement.
Computer Simulations
There is substantial research reporting computer simulations to be an effective approach for improving
students' learning. Three main learning outcomes have been addressed: conceptual change, skill development,
and content area knowledge.
The effectiveness of computer simulations for generating conceptual change.
One of the most interesting curriculum applications of computer simulations is the generation of
conceptual change. Students often hold strong misconceptions – be they historical, mathematical,
grammatical, or scientific. Computer simulations have been investigated as a means to help students
confront and correct these misconceptions, which often involve essential learning concepts. Conceptual
change in the science domain has been the primary target for such investigations, although we identified
one study situated within the mathematics curriculum (Jiang & Potter, 1994). Each study we directly
reviewed supported the potential of computer simulations to help accomplish needed conceptual change
(see Table 1).
|
–TABLE 1–
Examples of Studies Using Computer Simulation to Promote Conceptual Change
|
|
Content
|
Authors
|
Example topics of Conceptual Change
|
|
Sciences
|
Zeitsman & Hewson (1986)
Kangassalo (1994)
Bryna (1987)
Grosky & Finegold (1992)
White (1993)
Stratford (1997)
|
• Relationship between velocity and distance
• Dynamics
|
|
Mathematics
|
Jiang & Potter (1994)
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• Probability
|
There is a great deal of corroboration in this literature that computer simulations have considerable
potential in helping students develop richer and more accurate conceptual models in science and
mathematics, although some of these studies have limitations with regard to research quality.
The effectiveness of computer simulations for developing
skill. A more widely investigated outcome measure in the computer simulation
literature is skill development. Of 12 studies, 11 reported that the use of
computer simulations promoted skill development of one kind or another. The
majority of these simulations involved mathematical or scientific scenarios
(for example, a simulation of chemical molecules and a simulation of dice and
spinner probability experiments). A few incorporated other topic areas such
as history (a digital text that simulated historical events and permitted students
to make decisions that influenced outcomes) and creativity (a simulation of
Lego block building). A variety of skills have been reported to be improved
(Table 2).
–TABLE 2–
Effectiveness of Computer Simulations in Skill Development
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|
Author(s)
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Skills Improvement
|
|
Willing (1998)
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Reading
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Jiang & Potter (1994)
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Mathematics problem solving
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Rivers & Vokell (1987)
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Mathematics problem solving
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Verzoni (1995)
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Algebra skills (relating equations to real situations)
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Geban, Askar, & Ozkan (1992)
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Science process skills
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|
Huppert, Lomask, & Lazarowitz (2002)
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Science process skills
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Kelly (1997-8)
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Mineral identif
ication
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Barnea & Dori (1999)
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Three dimensional visualization
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Berlin & White (1986)
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Abstract thinking
|
Seven (Barnea & Dori, 1999; Berlin & White, 1986; Huppert et al., 2002; Kelly, 1997-98;
Michael, 2001; Rivers & Vockell, 1987) of these twelve studies incorporated control groups
enabling comparison of the effectiveness of computer simulations to other instructional approaches.
Generally, they compared simulated explorations, manipulations, and/or experiments to hands-on versions
involving concrete materials. The results of all seven studies suggest that computer simulations can be
implemented to as good or better effect than existing approaches.
There are interpretive questions that undercut some of these studies' findings. One of the more
problematic issues is that some computer simulation interventions have incorporated instructional elements
or supports such as a particular lesson sequence or a self-study booklet (Barnea & Dori, 1999;
Geban et al., 1992; Kelly, 1997-98; Rivers & Vockell, 1987; Vasu & Tyler, 1997) that are not
present or are different from those in the control treatment intervention. This makes it more difficult
to attribute any advantage of the experimental treatment to the computer simulation per say. Other
design issues are listed in Table 3 (Barnea & Dori, 1999; Kelly, 1997-98; Rivers & Vockell,
1987; Vasu & Tyler, 1997; Verzoni, 1995). When several of these flaws are present in the same study
the findings should be weighted more lightly. Even excluding such studies, however, the evidence in
support of computer simulations is still compelling.
|
–TABLE 3–
Design Flaws in the Skill Development Literature
|
Failure to control for instructional elements or supports present in the computer simulation
intervention
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Barnea & Dori, 1999; Geban et al., 1992; Kelly, 1997-98; Rivers & Vockell, 1987; Vasu & Tyler, 1997
|
Failure to randomize group assignment
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Barnea & Dori , 1999; Kelly, 1997-98; Rivers & Vockell, 1987; Vasu & Tyler, 1997; Verzoni,
1995
|
Ill-documented, qualitative observations systems
|
Jiang & Potter, 1994; Mintz, 1993; Willing, 1988
|
Two studies reported no effect of computer simulation use on skill development (Mintz,
1993; Vasu & Tyler, 1997). However, neither of these studies is particularly strong. Mintz (1993)
presented results from a small sample of subjects and based conclusions on only qualitative, observational
data. Vasu & Tyler (1997) provide no detailed information about the nature of the simulation program
investigated in their study or how students interacted with it, making it difficult to evaluate their
findings.
Thus, as a whole, there is good support for the ability of computer simulations to improve various skills,
particularly science and mathematics skills. It is unclear whether they have a consistent advantage over
other methods. Other important questions do remain. One of the more important questions future studies
should address is the degree to which two factors, computer simulations' novelty and training for involved
teachers and staff, are fundamental to realizing the benefits of this technology.
The effectiveness of computer simulations for developing content area knowledge.
Another potential curriculum application for computer simulations is the development of content area
knowledge. According to the research literature, computer programs simulating topics as far ranging as
frog dissection, a lake's food chain, microorganismal growth, and chemical molecules, can be effectively
used to develop knowledge in relevant areas of the curriculum. Eleven studies in our survey investigated
the impact of working with a computer simulation on content area knowledge. All 11 researched applications
for the science curriculum, targeting, for example, knowledge of frog anatomy and morphology, thermodynamics,
chemical structure and bonding, volume displacement, and health and disease. Students who worked with
computer simulations significantly improved their performance on content-area tests (Akpan & Andre,
2000; Barnea & Dori, 1999; Geban et al., 1992; Yildiz & Atkins, 1996). Working with computer
simulations was in nearly every case as effective (Choi & Gennaro, 1987; Sherwood & Hasselbring,
1985/86) or more effective (Akpan & Andre, 2000; Barnea & Dori, 1999; Geban et al., 1992; Huppert
et al., 2002; Lewis, Stern, & Linn, 1993; Woodward, Carnine, & Gersten, 1988) than traditional,
hands-on materials for developing content knowledge. Only two studies (Bourque & Carlson, 1987;
Kinzer, Sherwood, & Loofbourrow, 1989) report an inferior outcome relative to traditional learning
methods.
The research suggests that computer simulations can effectively promote content knowledge, but little
of the supporting evidence is iron clad (Table 4). Further study is important to repeat these findings and
to address lingering questions such as the importance of teacher and staff training and how important novelty
is to effectiveness.
–TABLE 4–
Experimental Design Flaws in the Content Area Knowledge Literature
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Experimental Factor
|
Author(s)
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No pretest measurement for pre and post treatment comparison
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Bourque & Carlson, 198
7; Kinzer, Sherwood & Loofbourrow, 1989; Choi and Gennaro 1987; Sherwood & Hasselbring, 1985/86; Woodward et al.1988
|
Confounding experimental variables
|
Bourque & Carlson, 1987; Akpan and Andre, 2000; Barnea and Dori, 1999
|
Failure to use random assignment
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Barnea & Dori, 1999; Huppert et al, 2002; Woodward et al, 1988; Yildiz & Atkins, 1996
|
Absence of a control group
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Lewis et al, 1993; Yildiz & Atkins, 1996
|
Factors Influencing Effectiveness
Factors influencing the effectiveness of computer simulations have not been extensively or
systematically examined. Figure 2 contains a summary of potential factors and the relevant
preliminary evidence gathered for this research report.
Effectiveness across Grade Levels-
Elementary – less evidence particularly at the primary levels (K-3)
-
Junior High – considerable research evidence
-
High School – considerable research evidence
Educational Groups-
Gender – differences noted in math and science abilities/ affect; no differences noted in use of
computer simulations
- General education population has been most frequently sampled. The effectiveness of computer
simulations for students with disabilities and students considered academically talented has been
minimally sampled
-
Prior achievement – appears to strongly influence effectiveness of computer simulation,
particularly in science
-
Cognitive stage (e.g., concrete to formative) – those students at highest stage less influenced
by simulation experience
Teacher Training and Support
- Technology preparedness across studies uneven – potentially a key factor to fidelity of
implementation
Instructional Context
- Context of simulation and hands-on experimentation, separate or combined – further research warranted
Figure 2. Factors that May Influence the Effectiveness of Computer Simulations
Grade level. At this point, it appears that computer simulations can be effectively implemented across
a broad range of grade levels. Successful learning outcomes have been demonstrated for elementary (Berlin
& White, 1986; Jiang & Potter, 1994; Kangassalo, 1994; Kinzer et al., 1989; Park, 1993; Sherwood &
Hasselbring, 1985/86; Vasu & Tyler, 1997; Willing, 1988), junior high (Akpan & Andre, 2000; Choi &
Gennaro, 1987; Jackson, 1997; Jiang & Potter, 1994; Lewis et al., 1993; Michael, 2001; Mokros & Tinker,
1987; Roberts & Blakeslee, 1996; Verzoni, 1995; Willing, 1988) and high school students (Barnea & Dori,
1999; Bourque & Carlson, 1987; Geban et al., 1992; Huppert et al., 2002; Jiang & Potter, 1994; Kelly,
1997-98; Mintz, 1993; Rivers & Vockell, 1987; Ronen & Eliahu, 1999; Willing, 1988; Woodward et al., 1988;
Yildiz & Atkins, 1996; Zietsman & Hewson, 1986). The majority of studies have targeted junior high and
high school populations, providing good evidence for effectiveness at these grade levels. Fewer studies
have targeted students in grades 4 through 6, but these studies, too support the benefits of using
computer simulations. The early grades, 1-3 (Kangassalo, 1994) are too poorly represented in the research
base to draw any conclusions about success of implementation.
Student characteristics. Characteristics at both the group and individual level
have the potential to influence the impact of any learning approach. Educational group, prior experience,
gender, and a variety of highly specific traits such as intrinsic motivation and cognitive operational
stage are just a few examples. Although attention to such factors has been patchy at best, there is
preliminary evidence to suggest that some of these characteristics may influence the success of using
computer simulations.
With respect to educational group, the overwhelming majority of research studies have sampled subjects
in the general population, making it difficult to determine whether educational group in any way
influences the effectiveness of computer simulations. Only two studies (Willing, 1988; Woodward et
al., 1988) specifically mention the presence of students with special needs in their sample. Neither
study gets directly at the question of whether educational group influences the effectiveness of computer
simulations. However, they do make some interesting and important observations. Willing (1988) describes
her sample of 222 students as being comprised mostly of students whom were considered average but in
addition special education students, students with learning disabilities, and students who were gifted.
These students read interactive texts that simulated historical events. Although Willing does not speak
to differences in educational group in her presentation and analysis of the results she does share a
comment by one of the teachers that even less able readers seemed at ease reading when using the
interactive historical text.
Subjects in the Woodward et al (1988) study included students with and without learning disabilities.
Students with learning disabilities were assigned to one of two instructional groups in which they
learned about nutrition and disease, the conventional group or the simulation group. Students in both of
these groups received structured teaching at the beginning of each lesson. This involved teacher review
of previous lessons and presentation of new vocabulary, followed by independent reading and responding to
written comprehension questions. For students in the simulation group, follow-up activities took place in
the resource room and consisted of teacher-mediated application and review activities. Students in the
simulation group instead worked with a researcher and special education teacher in the computer lab,
where they used health simulation software and an accompanying written curriculum to learn the same
content. In contrast, the students without learning disabilities, who were enrolled in introductory or
advanced health classes, received no treatment. On two follow-up tests students with learning disabilities
in the simulation group outperformed their peers without learning disabilities. However students with
learning disabilities in the conventional group performed below the level of their peers without learning
disabilities. These findings suggest not only that computer simulations can be effective for students with
learning disabilities but that they may help to normalize these students' performance to that of more
average-performing peers.
Gender is a factor sometimes associated with disparate achievement, particularly in math and science
subject areas. However, it does not appear to strongly influence the effectiveness of computer simulations.
Four studies in our survey (Barnea & Dori, 1999; Berlin & White, 1986; Choi & Gennaro, 1987;
Huppert et al., 2002) directly examined the influence of gender on the outcome of working with computer
simulations, and none demonstrated any robust relationship. In fact, a study by Choi and Gennaro (1987)
suggests that when gender gaps in achievement exist, they persist during the use of computer simulations.
In contrast, there is evidence, although at this point isolated, that prior achievement can strongly
influence the effectiveness of computer simulations. Yildiz & Atkins (1996) examined how prior
achievement in science influences the outcome of working with different types of multimedia computer
simulations. Students' prior achievement clearly affected the calculated effect size but how so depended
on the type of computer simulation. These findings raise the possibility of very complex interactions
between prior achievement and the type of computer simulation being used. They suggest that both factors
may be essential for teachers to consider when weighing the potential benefits of implementing computer
simulations.
Huppert et al (2002) investigated whether students' cognitive stage might influence how much they
profit from working with a computer simulation. Working with a computer simulation of microorganismal
growth differentially affected students' development of content understanding and science process skill
depending on their cognitive stage. Interestingly, those with the highest cognitive stage (formative)
experienced little improvement from working with the simulation, whereas students at the concrete or
transitional operational stages notably improved. Thus, reasoning ability may be another factor
influencing the usefulness of a computer simulation to a particular student.
There are many more potentially important variables that have rarely been considered or even
described in research studies. For example, only a small number of studies have specified whether
subjects are experienced (Choi & Gennaro, 1987; Yildiz & Atkins, 1996) or not
(Bourque & Carlson, 1987) with using computers in the classroom. None have directly
examined this variable's impact. More thoroughly describing the characteristics of
sample populations would be an important first step toward sorting out such potentially
important factors.
Teacher training and support. Given the unevenness of teachers'
technology preparedness, training and support in using computer simulations seems like a potentially
key factor in the effectiveness of using computer simulations in the classroom. As it the case with
many of the other variables we've mentioned, few studies have described with much clarity or detail
the nature of teacher training and support. Exceptions are River and Vockell (1987) and Vasu and
Tyler (1997), both of whom give quite thorough descriptions of staff development and available
resources. This is another area that merits further investigation.
Instructional context. It has been suggested that the instructional context of
combining computer simulation work with hands-on work may produce a better learning outcome than
either method alone. Bourque and Carlson (1997) found that students performed best when they engaged
in hands-on experimentation followed by computer simulation activities. However, Akpan and Andre (2000)
report that students learned as much doing the simulated dissection as they did doing both the simulated
and real dissection. This is an interesting question but one that will require additional research to
squarely address.
Top
Summary
Virtual reality and computer simulations are technologies that have potential
to positively impact learning by offering teachers and students a means to experience
abstract concepts. The next section of this report introduces the reader to
the theory and research behind UDL and investigates the links between UDL and
virtual reality and computer simulations. Additionally, we identify methods
and materials that support the implementation of virtual reality and computer
simulations in concert with the principles of UDL. Finallywe present a set of
guidelines for UDL implementation, including a listing of Web resources that
provide further information on the content presented in this report.
Top
An Introduction to Universal Design for Learning Applications
Universal Design for Learning is a theoretical framework developed by CAST to guide the development of
curricula that are flexible and supportive of all students (Dolan & Hall, 2001; Meyer & Rose, 1998;
Pisha & Coyne, 2001; Rose, 2001; Rose & Dolan, 2000; Rose & Meyer, 2000a, 2000b, 2002; Rose,
Sethuraman, & Meo, 2000). The concept of UDL was inspired by the universal design movement in
architecture. This movement calls for the design of structures that anticipate the needs of individuals
with disabilities and accommodate these needs from the outset. Universally designed structures are indeed
more usable by individuals with disabilities, but in addition they offer unforeseen benefits for all users.
Curb cuts, for example, serve their intended use of facilitating the travel of those in wheelchairs, but
they are also beneficial to people pushing strollers, young children, and even the average walker. And so,
the process of designing for individuals with disabilities has led to improved usability for others.
Similarly, but uniquely, UDL calls for the design of curricula with the needs of all students in mind,
so that methods, materials, and assessment are usable by all. Traditional curricula present a host of
barriers that limit students' access to information and learning. Of these, printed text is particularly
notorious. In a traditional curriculum a student without a well-developed ability to see, decode, attend
to, or comprehend printed text is compelled to adapt to its ubiquity as best as he or she can. In contrast,
a UDL curriculum is designed to be innately flexible, enriched with multiple media so that alternatives
can be accessed whenever appropriate. A UDL curriculum takes on the burden of adaptation so that the
student doesn't have to, minimizing barriers and maximizing access to both information and learning.
The UDL framework guides the development of adaptable curricula by means of 3 principles (Figure 3).
These 3 principles parallel 3 fundamentally important learning components and 3 distinct learning networks
in the brain: recognition, strategy, and affect (Rose & Meyer, 2002). The common recommendation of
these 3 principles is to select goals, methods, assessment and materials in a way that will minimize
barriers and maximize flexibility. In this manner, the UDL framework structures the development of
curricula that fully support every student's access, participation, and progress in all 3 essential facets
of learning.
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Principles of the Universal Design for Learning Framework
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Principle 1:
To support recognition learning, provide multiple, flexible methods of presentation
Principle 2:
To support strategic learning, provide multiple, flexible methods of expression and apprenticeship.
Principle 3:
To support affective learning, provide multiple, flexible options for engagement.
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Figure 3. The three UDL principles call for flexibility in relation to three essential facets of
learning, each one orchestrated by a distinct set of networks in the brain.
Critical to successfully implementing UDL theory is the use of digital materials. Digital materials,
unlike the conventional pedagogical mainstays, speech, printed text, and printed images, have an inherent
flexibility. They can be modified in a host of ways, depending on the needs of the student. This
flexibility makes it feasible to customize learning materials and methods to each individual.
For teachers wondering how to customize the curriculum, CAST has devised three sets of broad
teaching methods that support each of the 3 UDL principles (Figure 4, Rose & Meyer, 2002). These
teaching methods draw on knowledge of the qualities of digital media and how recognition, strategic, and
affective networks operate. For example, the first Teaching Method to support recognition learning is to
provide multiple examples. This teaching method takes advantage of the fact that recognition
networks can extract the defining features of a pattern and differentiate it from similar patterns simply
by viewing multiple examples. Although presentation of multiple examples might be challenging in a
classroom limited to printed text and hard copy images, digital materials enable the assembly, storage,
and maintenance of a large collection of examples in the form of digital text, images, sound, or video –
all in the modest space of a classroom. This is one example of how digital materials and UDL Teaching
Methods can facilitate the successful implementation of UDL.
Network-Appropriate Teaching Methods
To support diverse recognition networks:
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Provide multiple examples
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Highlight critical features
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Provide multiple media and formats
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Support background context
To support diverse strategic networks:
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Provide flexible models of skilled performance
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Provide opportunities to practice with supports
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Provide ongoing, relevant feedback
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Offer flexible opportunities for demonstrating skill
To support diverse affective networks
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Offer choices of learning context
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Offer choices of content and tools
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Offer adjustable levels of challenge
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Offer choices of rewards
Figure 4. To help teachers support learners' diverse recognition, strategic, and affective
networks CAST has developed three sets of UDL teaching methods. These teaching methods can be
used to make the curriculum more flexible and broadly supportive.
The UDL Teaching Methods will anchor the upcoming discussion where we will highlight the ways in
which virtual reality and computer simulations align with each of the three UDL principles. Within the
context of these teaching methods we'll show how virtual reality and computer simulations can support
individualized instruction of recognition, strategic, and affective learning.
Virtual Reality/Computer Simulations and the Three Universal Design for Learning Principles
As digital materials, virtual reality and computer simulations have flexibility that suits them to
the task of diversifying a curriculum in a UDL way. In each of the following sections, we discuss some
specific ways that virtual reality and computer simulations can support curriculum diversification. The
three UDL principles and their associated broad teaching methods (identified by italics) will set the
context for this discussion.
Recognition learning. The first UDL principle recommends that we support
recognition learning by providing multiple, flexible methods of presentation. No single teaching
method can make every student an expert at recognizing patterns, but the right set of teaching methods
can support every student's success. Virtual reality and computer simulations, as part of a diversified
toolkit of classroom materials, can help curriculum designers and teachers achieve this end. They
support all four UDL teaching methods for recognition learning.
One thing teachers can do to facilitate the recognition of patterns is to provide multiple examples.
Text, speech, and image-based examples are an excellent start. The addition of computer simulations and
virtual reality can help to further enrich a teacher's arsenal of examples. Even a single simulation or
virtual reality environment can offer a multitude of examples within, and this increased exposure greatly
expedites the learning of patterns by recognition networks.
Another route toward teaching patterns is to highlight their critical features. Virtual
reality and computer simulations create some new possibilities for drawing attention to specific features,
such as digitized pointers, highlighting, sound cues, and text captioning. In the case of virtual reality,
features can be made to pop out, and/or digital tour guides can be programmed to point
out important details. Best of all, these materials are flexible enough to permit the offering of a
variety of highlighting methods, enabling each student to pick what is optimal for him or her.
Another powerful way in which computer simulations and virtual reality support a UDL approach to
recognition learning is by helping teachers to provide multiple media and formats. Virtual
reality and computer simulations incorporate multiple media into a single presentation, offering a rich,
multi-sensory experience of a pattern. In this manner, they go well beyond what traditional media can do.
They also are able to present these patterns in a three dimensional format. These features may help to
create access to aspects of a pattern that may be difficult to communicate through traditional media.
And they support students who struggle with printed text or speech.
The fourth broad UDL teaching method for recognition learning is to support background knowledge.
Virtual reality and computer simulations can be mined as a tool to help students review background
knowledge on a topic, priming their recognition networks for new knowledge. These digital environments
not only provide a change of media for students seeking background information but also set up a situation
where students can access various pieces of background knowledge as they see fit, ensuring that every
student is supported at the appropriate level. Students may select from a range of computer simulations,
depending on what they want to review. Similarly, students can flexibly access background information in
a virtual environment. Perhaps they might tour a virtual library, pulling off the shelves only the
materials that they find useful.
Strategic learning. The 2nd UDL principle asks that we support strategic
learning by providing multiple, flexible methods of expression and apprenticeship. This principle and
its associated teaching methods guide teachers in anticipating barriers to strategic learning and in
selecting materials and practices that are flexible enough to overcome these barriers. These are tasks
with which computer simulations and virtual reality are inherently compatible.
Generally, we learn well by example, but there are definitive individual differences. Different
students may learn best from different examples, making it vital to provide students with multiple models
of skilled performance. In a classroom short on digital materials, there are a very limited number of
models for students to pick from because it is simply too hard to accumulate and store them when bound by
printed text and images. And even the most generous set of models in printed text and printed images is
limited in what information it can provide.
In contrast, digital environments such as computer simulations and virtual reality can provide students
with rich, multi-sensory models, and it is relatively straightforward to offer students a very large number
of such models to choose from. For example, a student learning to do an oral presentation could visit a
virtual environment full of scientists, businessmen, poets, and politicians, and listen to a presentation
by any or all of them. Computer simulations also make it easy to provide students with multiple models to
choose from. A computer program could, for example, easily simulate multiple solutions to solving an
algebra problem or to balancing the dynamics in a pond's food chain.
Of course, students also need opportunities to develop skills on their own. To be successful they need
opportunities to practice with supports. Teachers need a way to simplify complex strategic patterns
so that students can master individual subcomponents one by one. Computer simulations and virtual reality
offer some unique means to accomplish this. Computer simulations can be presented at varying levels of
complexity and are amenable to digitized supports such as notetaking features, links to resources, and
tools such as automated graphing and unit conversion. With virtual reality, there are interesting
possibilities such as programming helpers, tutors, and guides into the environment and simplifying the
content of the environment or the potential routes through the environment.
As students practice skills it is important that teachers provide ongoing, relevant feedback.
This is how students know whether they are succeeding and what tasks or skills may need continued work.
Feedback provided during the course of learning is most effective (Rose & Dolan, 2000; Rose &
Meyer, 2002). It enables students to incorporate feedback and make corrections while learning is still
happening. Digital materials like computer simulations and virtual reality offer a relatively facile
means to integrate ongoing feedback into practice and learning. Students can get immediate feedback from
the program about their success. In addition, different types of feedback can be made available, helping
to ensure the right fit to the student.
Without flexible opportunities for demonstrating skill, these skill-building supports would be
of little use. Here, computer simulations and virtual reality offer some unique options. A student could
construct a simulation to demonstrate his or her ability to apply algebra to real-life situations or to
predict the outcome of a bacterial growth experiment or viral outbreak. Instead of writing a timeline
of historical events, a student could demonstrate his or her ability to organize these events by
navigating in proper order through a virtual historical environment. Computer simulations and virtual
reality offer opportunities to demonstrate skill without some of the usual barriers. Consider, for
example, the skill of identifying the parts of a frog's respiratory system. Traditionally, a teacher
might have tested this skill by having a student dissect a frog, but for a student with a physical
impairment or an allergy to formaldehyde this would be impossible. But these same students could
demonstrate their skill in the context of a simulated dissection.
Affective learning. If students are not interested in what they are learning,
efforts to support them in any of the above ways will have a much smaller return. This is why the third
UDL principle recommends that we support affective learning by providing multiple, flexible options for
engagement. Computer simulations and virtual reality can be important tools in ensuring that students
across the board are engaging with learning.
The introduction of virtual reality and computer simulations into the classroom will greatly improve
teachers' ability to offer choices of content and tools because their nature is so vastly different from
those typically made available in the classroom. The non-print, interactive, multi-sensory, 3-dimensional,
and in some cases hands-on nature of these tools can be highly engaging for students. Researchers Sykes
and Reid have even said about virtual reality, "There is simply no other way to engage students as virtual
reality can (Sykes & Reid, 1999)." These tools make certain types of content unusually accessible and
enable students to work with that content in a way not normally possible. They can witness historical events
and foreign cultures firsthand, manipulate objects in faraway galaxies, explore cause and effect on a
shortened timescale, test complex principles of physics, and try out alternatives that might otherwise be
too dangerous or difficult. Because computer simulations and virtual reality are programmed and digitized,
it would be realistic for a teacher to offer students a selection of different environments and simulations
with different content.
Another way to motivate students is to provide rewards. But no one kind of reward will motivate every
student so teachers are encouraged to offer a choice of rewards. Computer simulations and virtual
reality can help mix things up. It is not difficult to generate recreational forms of these materials that
could be offered to students as an extrinsic reward for a job well done. In terms of intrinsic rewards, these
materials are also valuable in terms of their ability to build students' sense of accomplishment by providing
feedback and knowledge of results.
Students also benefit when teachers offer a choice of learning context. Factors like the degree of
structure or support, the speed of the work, the level and timing of feedback, and the degree of game-like
elements, are important to different students in different ways. With computer simulations and virtual
reality teachers can vary some of these features and offer students enough choices that they can find a
personally effective learning context.
Examples
In the above section, we have highlighted the many ways that computer simulations and virtual reality
support the three UDL principles and align with UDL teaching practices. In this section, we go one
step further, showing that this can work not only in theory but in practice as well. Here we present
two actual lesson plans, one from CAST work, and one from outside work, that exemplify a UDL application
of virtual reality or computer simulations. For the CAST example, we highlight the ways that computer
simulations are used to implement UDL teaching methods. For the outside example, we identify general UDL
features of the lesson and suggest ways that virtual reality or computer simulations could be additionally
used to implement UDL and reduce lingering barriers.
CAST Model Spinner lesson
from
Planning for All Learners (PAL) toolkit.This lesson plan from CAST's PAL Toolkit addresses National
Council of Teachers of Mathematics and Massachusetts Framework standards in mathematics by teaching
students the relationship between theoretical and experimental probability. We encourage the reader to
visit this CAST Web Site before or during their review of the table below. Whereas a traditional approach
might use a text-based or mechanical spinner to teach students this relationship, for this UDL lesson
students use a computer-simulated spinner from the Shodor Web site.
The simulated spinner is flexible. Students can create a spinner with one to twelve sectors (each a
different color), vary the number of spins, and view the theoretical and experimental probabilities both
numerically and graphically. This flexibility fits right in with UDL. Table 5 lists the UDL features made
possible by the use of this computer simulation.
–TABLE 5–
UDL Features of the CAST PAL Toolkit Model Spinner Lesson
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UDL Teaching Method
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Supportive Computer Simulation Feature(s)
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Provide multiple examples.
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Because the digital spinner can perform multiple trials in a very short time, multiple questions
can be posed and answered quickly to illustrate multiple examples of the relationship between
experimental and theoretical probability. In the large group setting students are able to view
and discuss the results of multiple spinner configurations and multiple spins. Without the
digital spinner, there are multiple instances of a particular event (e.g. coin flipping) but
the RELATIONSHIP is only illustrated once in a very large number of trials.
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Highlight critical features.
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The digital format makes it possible for the teacher to highlight critical features of the
spinner for the entire class using a projection plate. Students can also view a probability
table and pie chart that highlight key features of the relationship between theoretical and
experimental probability.
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Provide multiple media and formats.
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Theoretical and experimental probability are presented in multiple formats: a percentage table
below the spinner and a pie chart showing the proportion of times that each sector is spun.
The digital format of the spinner enables the use of text-to-speech.
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Provide flexible models of skilled performance.
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Because the spinner can be viewed and discussed by the whole class via projection plate, each
student can observe the teacher and their peers modeling questioning and seeking data. Or
students can work together at the computer in mixed ability groups. This means that lower
achieving students can observe and participate with higher achieving students as they explore
the relationships between the two types of probability.
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Provide opportunities to practice with supports.
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The spinner can be installed on multiple computers in the school – and at home – giving students
ample opportunity to practice. The digital spinner offers supports such as the ability to
simplify the spinner and text-to-speech compatibility. And it scaffolds the mechanical and
calculation processes so that students can focus on the true purpose of the lesson.
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Provide ongoing, relevant feedback.
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Unlike mechanical tools like coins and dice, the digital spinner provides immediate feedback
following each spin and feedback about large numbers of spins in an instant. This feedback is
germane to the learning goal, understanding the relationship of theoretical to experimental
probability.
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Offer choices of content and tools.
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Students can make a number of choices involving the spinner configuration, the type of data
displays, and the number of spins.
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Offer adjustable levels of challenge.
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The adjustability of the spinner makes it possible to vary the difficulty level. With one to
twelve sectors, students can work with a spinner whose complexity is appropriate to their level
of understanding. In the group context, the complexity can be changed as the group gains
understanding.
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Offer choices of learning context.
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Students can work with the spinner individually or view it with the whole class via a projection
plate. Students can pursue the spinner activity on one of many computers at different times
during the day. The spinner activity could also be taken home and installed on students'
home computers, if available, or accessed via the web from home.
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University of
Washington Virtual Reality Roving Vehicles Program. This report describes a pilot study of the Virtual
Reality Roving Vehicles program by University of Washington, which involved grade 7 students in the
construction of virtual environments in the classroom. We encourage the reader to visit the Virtual
Reality Roving Vehicles lesson Web site before or during their review of the table. In this pilot study
students learned about wetlands ecology by a constructivist approach, where they self-reviewed information
about a particular carbon cycle and then built a virtual wetland environment to demonstrate that cycle.
This instructional approach has several wonderful UDL features (see Table 6), most notably the use
of multiple media, formats, and tools. A more comprehensive look at the UDL framework and teaching
methods reveals ways to improve on this approach, further minimizing barriers and maximizing learning.
In Table 7, we give some examples. Note that we are not offering generalized recommendations for making
this lesson more UDL but instead are focusing on ways that virtual reality, in particular, can help
achieve this goal.
–TABLE 6–
Existing UDL Elements of Virtual Reality Roving Vehicles Lesson
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UDL Teaching Method
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Supportive Lesson Feature(s)
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Provide multiple media and formats.
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Background materials are presented in a variety of media (including
print, digital, and multimedia). Students work with multimedia when constructing their virtual
worlds.
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Support background context.
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The teacher provides a variety of materials (including print, digital, and multimedia)
about wetlands ecology and carbon cycles.
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Provide opportunities to practice with supports.
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Students work in groups to develop the virtual worlds. The web resources can be read with
text-to-speech.
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Offer flexible opportunities for demonstrating skill.
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During world building students can work with both traditional and digital drawing and modeling
tools.
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Offer choices of content and tools.
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Students can select materials from library guides and optionally review materials on the
Internet, CD-ROMs, and video-disc.
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Offer adjustable levels of challenge.
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Students can select from a variety of resources the ones that present an appropriate degree
of difficulty. Those for whom reading is too difficult can use text-to-speech as a scaffold.
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Offer choices of learning context.
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Students review background material on their own and work in groups on world building, enabling
them to decide for themselves important aspects of the learning context.
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–TABLE 7–
UDL Strategies to Further Minimize Lesson Barriers
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Barrier
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UDL Strategy
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Incompatibility with assigned world building role
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Enable students to select the world building role that is most effective and preferable to them.
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World building
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Provide models of virtual worlds at different stages of development; these could be made
available on the computer. Provide ongoing feedback by having students post their work on the
web for classroom peers and selected experts to see and comment on.
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Student doesn't like drawing or struggles with it
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Introduce other means to demonstrate skill and knowledge such as option of developing audio
for the virtual world or text descriptions for those who cannot see.
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Recommendations for Implementation at the Classroom Level
Although UDL applications of virtual reality and computer simulations already exist, they are
admittedly hard to come by. Even with such models available, teachers face challenges in implementing
them: the challenges of shifting away from traditional views of intelligence and traditional reliance
on print media, the challenge of acquiring and mastering new technology, and the challenge of
garnering support from the school system. The following sections offer recommendations that can
help teachers overcome each one of these challenges.
Learn about universal design for learning.The first and most basic step toward
successfully implementing UDL is self-education. Although UDL has been more than a decade in the making,
it is a new approach and one that challenges many traditional educational perspectives and practices.
Before teachers can implement UDL effectively, they may need to learn a different way of looking at their
students and the materials that they use in the classroom. CAST has been working to disseminate UDL widely,
and, consistent with the framework itself, has developed multiple avenues (direct and indirect, self-driven
and trainer-taught, through text, speech, and interactive activities) through which individuals can learn
about UDL and develop the skills necessary to put it into practice.
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Visit the CAST web site. The CAST Web site devotes a large section to
Universal Design for Learning. Here visitors will find an articulation of UDL, discussions of its core
concepts, descriptions of UDL research projects, a listing of tools and resources that support UDL, and
ideas and examples for implementing UDL.
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Read CAST publications. CAST has a range of publications highlighting UDL and UDL practice, including Teaching Every
Student in the Digital Age (Rose & Meyer, 2002). The
companion Web site to the book provides an evolving set of resources and classroom examples, including
interactive activities and an online community where visitors can ask questions and engage in discussion
about UDL.
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Enroll in an institute.
Professional development institutes
by CAST teach professionals about the challenges of improving access to and progress and
participation in the general education curriculum and how to make the curriculum accessible
for all learners.
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Talk to others. The Teaching Every Student section of the CAST web site includes an
online community
where teachers can communicate, collaborate and obtain support from other educators who are exploring and
teaching with UDL.
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Find more information and engage in discussion about universal design and increasing access for
students with disabilities at the Web site for the
Access Center, www.k8accesscenter.org
a national technical assistance center that is funded by the U.S. Department of Education's Office of
Special Education Programs make elementary and middle school curricula more accessible to students with
disabilities.
Inventory and build technology support. Technology, in particular digital media,
makes UDL implementation practical and achievable in a diverse classroom. Digital materials make it
possible for the same material to be flexibly presented and accessed - even adapted on a student-to-student
basis.
Although we recommend that teachers try to build a library digital of materials, it is important to
point out that UDL implementation can proceed successfully across a range of technology availability. The
amount of technology available to teachers varies extensively – limited by district and school resources,
both monetary and otherwise. Fortunately, a fairly simple step such as digitizing print materials can
greatly ease UDL implementation. The 1996 United States copyright additions (Chapter 1 of Title 17 Section
121 of the United States Code) the Chafee Amendment, gives authorized entities the freedom to digitize
otherwise proprietary materials for individuals that have disabilities that impede access to the printed
version. An authorized entity is a nonprofit organization or governmental agency that has a primary mission
to provide specialized services relating to training, education, or adaptive reading or information access
needs of blind or other persons with disabilities. This provision makes special education teachers eligible
to digitize printed text materials, a step that can help to diversify the presentation of materials for
students with disabilities.
Another inexpensive but instrumental option for supplying a classroom with digital materials is the
World Wide Web – a tremendous source of free digital material. And much of this material is in a multimedia
format, which can greatly improve access to students.
Having more digital media unquestionably enables teachers to implement UDL in a more extensive way.
Teachers who have greater financial resources and district support can supplement their materials with
innovative products such as multimedia composition tools (e.g. HyperStudio, Kid Pix, PowerPoint), graphic
organizer software (e.g. Inspiration, Kidspiration), text-to-speech and text-to-image programs (e.g. CAST
eReader, Pix Reader, Pix Writer, Intellitalk II), CD-ROM storybooks (e.g. Reader Rabbit's Reading
Development Library), and learning software (e.g. 7th Level's Great Math Adventure, Edmark's various
learning games).
Whether teachers are able to invest in the purchase of a lot of technology or not, UDL can proceed
effectively. But taking inventory is an important step toward setting a realistic course of action.
By inventorying the resources they have available to them, teachers can determine the level of UDL
implementation appropriate to their classroom. For example, visit the school media center and get an
idea of computer and projection systems available to teachers and students. Find out if these tools are
portable or fixed, this implies where instruction may take place. Check into scheduling issues around
shared equipment. Additionally, check out web accessibility in classrooms, school computer labs and media
centers. If the web is a tool you may use and ask students to access, how available is it? Additionally,
take an inventory of your school or district software, find out what's available and if the purchase
permits installation on computers you will be using.
Effectively working with and managing technology can be a challenging process, so it is important as
well to inventory the available technology support. This may come in the form of a technology specialist
(computer teacher, computer resource specialist, technology integration teacher) or one's own technology
training. Find out what policies your school or district may have regarding the tools you may adopt for use
in your planning and teaching. Installation of software and hardware on computers may be time consuming,
plan for issues of timing in your implementation. When you are ready to teach a lesson using some
technologies new to you or your students, consider notifying your technology support person, to be at hand
to help problem solve any unforeseen challenges with implementation.
Curriculum planning and delivery. Another important step in implementation of UDL
in instruction is curriculum planning and delivery. To begin with we recommend that teachers have a basic
understanding of Universal Design for Learning, and a commitment to make the curriculum and learning
accessible for all learners. While keeping in mind the three principles of UDL, based on the three
networks recognition, strategic and affective, we have found the following process useful in designing
lessons. The process includes four steps, based upon the principles and concepts of UDL, proven
professional development strategies, and effective teaching practices; (a) Set Goals, (b) Analyze Status,
(c) Apply UDL, and (d) Teach the UDL Lesson.
In the Set Goals stage of curriculum planning, we recommend that teachers establish the
context for instruction. Context is usually driven or based on state standards, followed by the design of
goals for the instructional episode. We recommend that all teachers closely evaluate these to assure
alignment and assure that the means for attaining the goals are separated from the goals and standards.
Next, when designing a UDL lesson, teachers should Analyze the Current Status of the
instructional episode. What are the current methodologies, assessments, and materials used to teach the
lesson? Analyze these teaching procedures in relation to potential barriers of learners in the classroom.
Do all students have access to the materials? Are students able to express themselves with the current
methods and materials? There are a number of resources and tools available from CAST to analyze lessons
in the
Planning for All Learners Toolkit located on the TES web site.
The third recommended step of the planning process is to Apply UDL to the Lesson/Unit.
This includes the goals, methods, assessments and materials used to implement the lesson. Create the UDL
lesson plan, grounded in the learning goals, classroom profile, methods and assessment, and materials and
tools. Then, collect and organize materials that support the UDL lesson.
In the final step, Teach the UDL Lesson/Unit, minimize barriers and realize
the strengths and challenges each student brings to learning, rely on effective teaching practices,
and apply challenges appropriate for each learner. In this way, instructors can engage more students
and help all students progress. When teaching and evaluating students' work, also evaluate and revise the
lesson/unit to assure student access and success. You may obtain additional information about designing
UDL methods, assessments, and materials, in
Teaching Every Student in the Digital Age, Chapter 4.
Secure administrative support. School districts and administrations can be
powerful sources of support – financial and otherwise. Administrative commitment to UDL can strengthen
a teacher's sense of mission and self-satisfaction and lead to important funding. A case in point is
the town of Gloucester, Massachusetts. The principal for the school system is so convinced of the
importance of digitized materials that he has set a mandate that when selecting new texts, teachers
use only those textbooks that have a digitized version accompanying the book. Teachers and students
have text-to-speech readers available to further improve the accessibility of the text. Clearly, this
kind of change would have happened much more slowly in the absence of such tremendous administrator-level
support.
Administrator support can also help to facilitate funding, which although not a prerequisite for UDL,
can create important opportunities. Funding might enable the purchase of equipment, professional
development, and the launching of new UDL teaching projects. Districts vary widely concerning the types
and level of funding that they offer teachers, but teachers who can convince their administrators of the
value of UDL may be able secure district-level grants, professional development awards, and sabbaticals.
For example, in a North Shore Massachusetts school district, the Technology Program Manager and Special
Education Director teamed with two teachers using UDL wrote and were recently awarded a state-level
technology grant to implement UDL. This is just one example of how support at the administrative level can
facilitate the acquisition of materials that support UDL efforts in the classroom.
Parent education and involvement. Parents are another valuable resource for
teachers building a UDL curriculum. There are at least two important ways that parents can be a
resource: as advocates and as volunteers.
By educating parents about the UDL activities going on in the classroom, teachers can develop a support
system of informed individuals who can assist with and advocate for UDL instruction. Teachers should think
about ways to inform parents about classroom activities. Notes sent home, parent night presentations, and
IEP meetings are all excellent opportunities to engage in this kind of communication.
Once parents are educated about UDL they may wish to become involved themselves. There are many ways
that parents can do this, including volunteering in the classroom and lending support at home. A few
possibilities are scanning materials, monitoring kids during UDL lessons, helping with technology,
donating equipment, and supporting homework assignments.
Top
Conclusion
Virtual reality and computer simulations, although still new and developing technologies, have the
potential to deliver great benefits in the classroom. One of their greatest areas of potential is in
supporting UDL and its efforts to generate more flexible and broadly accessible curricula. Indeed, UDL
and new technologies such as virtual reality and computer simulations are mutually supportive. Together
they are a strong lever for other kinds of education reform, "Instead of being 'just one more thing,' the
UDL framework provides a way to make various approaches to educational change more feasible by
incorporating new insights on learning and new applications of technology (Rose & Meyer, 2002, p. 8)."
As virtual reality and computer simulations continue to evolve and the relevant research base grows, they
will be a worthwhile focus of attention for UDL researchers, UDL teachers, and all proponents of education
reform.
Top
URLs
Virtual Reality Society Web site
http://www.vrs.org.uk/VR/reference/history.html
This page on the "World of VR" web site provides a timeline documenting the history of virtual reality.
Education World Web site
www.education-world.com/a_tech/tech010.shtml
This article from Education World focuses on MOO – multi-user, object-oriented environments. The article
includes links for educators to learn more about ways in which students in the classroom are using MOO.
East Carolina University Virtual Reality and Education Laboratory Web site
www.soe.ecu.edu/vr/vrel.htm
This is the homepage of Virtual Reality and Education Laboratory at East Carolina University in
Greenville, North Carolina. The Virtual Reality and Education Laboratory (VREL) was created in 1992
to research virtual reality (VR) and its applications to the K-12 curriculum. VREL researchers
Veronica Pantelidis and Dr. Lawrence Auld are conducting numerous research projects. This web site
provides links to VR in the Schools, an internationally referred journal distributed via the Internet.
There are additional links to some VR web pages recommended by the authors as interesting sites or
exemplars.
University of Illinois National Center for Supercomputing Applications Web site
http://archive.ncsa.uiuc.edu/Edu/RSE/VR/
In collaboration with the National Center for Supercomputing Applications, the University of Illinois
at Urbana-Champaign has created a five-year program to examine virtual reality (VR) in the classroom. One
of the goals behind this program is to discover how well students can generalize their VR learning
experiences outside of the classroom. This web site provides an explanation of the project with links to
additional projects and online virtual reality resources for K-12 education.
The Washington Technology Center Human Interface Technology Laboratory Web site
www.hitl.washington.edu/projects/knowledge_base/edvr/.
This web site is the home of the Human Interface Technology Laboratory of the Washington Technology
Center in Seattle, Washington. On this site the Center references various Virtual Reality (VR) articles
and books. In addition, it provides a list of Internet resources, including organizations that are doing
research on VR, VR simulation environments, and projects about various aspects of VR. Oregon Research
Institute Applied Computer Simulation Lab www.ori.org/educationvr.html
This Web Site is from the Oregon Research Institute. The researchers at the Applied Computer Simulation
Lab have created virtual reality (VR) programs that help physically disabled children operate motorized
wheelchairs successfully. This website connects the reader to articles and information about these VR
projects. Another project that this team is working on involves creating virtual reality programs for
deaf blind students to help them "learn orientation and mobility skills in three dimensional acoustical
spaces."
The Access Center
http://www.k8accesscenter.org/
This Web site belongs to the Access Center, a national technical assistance center, funded by the
U.S. Department of Education's Office of Special Education Programs. The purpose of the K12 Access
Center is to make elementary and middle school curricula more accessible to students with disabilities.
The Web site hosts chats and discussions and offers publications and presentations on topics related to
accessing the general education curriculum, including Universal Design for Learning.
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References
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