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4 5group Report

Chapter 4 discusses the production of learning resources using technology tools, defining instructional materials and their classifications. It highlights various technology tools for teaching, such as Socrative, Scratch, and Google Classroom, emphasizing their benefits in enhancing student engagement and learning outcomes. Additionally, it introduces the SECTIONS model for selecting appropriate technology tools aligned with learning objectives and instructional strategies.

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0% found this document useful (0 votes)
31 views24 pages

4 5group Report

Chapter 4 discusses the production of learning resources using technology tools, defining instructional materials and their classifications. It highlights various technology tools for teaching, such as Socrative, Scratch, and Google Classroom, emphasizing their benefits in enhancing student engagement and learning outcomes. Additionally, it introduces the SECTIONS model for selecting appropriate technology tools aligned with learning objectives and instructional strategies.

Uploaded by

Salvador Cabaldo
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as DOCX, PDF, TXT or read online on Scribd
You are on page 1/ 24

CHAPTER 4

PRODUCING LEARNING RESOURCES USING


TECHNOLOGY TOOLS

Lesson 1 - Human and Non-Human Learning Resources/Instructional


Materials

Wikipedia (2018) defines Instructional Materials, also known as


Teaching/Learning Materials (TLM), are any collection of materials including animate
and inanimate objects and human and non-human resources that a teacher may use
in teaching and learning situations to help achieve desired learning objectives.

Instructional materials can be classified by type, including print, visual, and


audiovisual, among others (Wikipedia, 2018):

Print Textbooks, pamphlets, handouts, study guides, manuals

Audio Cassettes, microphone, podcast

Visual Charts, real objects, photographs, transparencies

Audiovisual Slides, tapes, films, filmstrips, television, video, multimedia

Electronic Interactive Computers, graphing calculators, tablets


Table 4.1 Instructional Materials

In addition, IGI Global defines, Instructional materials refer to the human and
nonhuman materials and facilities that can be used to ease, encourage, improved and
promote teaching and learning activities (IGI Global, n.d.).

Learning Activities

• In a tabular form. List down human and non-human learning


resources/instructional materials that are possible in realizing objectives in
teaching a lesson. Describe the learning resources they have listed in each
column.

REFERENCES

IGI Global (n.d.). What is Instructional Media. Last accessed August 20, 2020 from
https://www.igi-global.com/dictionary/relevance-of-the-use-of-
instructionalmaterials-in-teaching-and-pedagogical-delivery/48956
Wikipedia (2018). Instructional Materials. Last accessed August 24, 2020 from
https://en.wikipedia.org/wiki/Instructional_materials#:~:text=Instructional%20Mate
rials%2C%20also%20known%20as,help%20achieve%20desired%20learning%2
0objectives.
Lesson 2 - Technology Tools for Teaching

Figure 4.1 Technology Tools Chart

Technology tools, according to IGI Global, refers to software, primarily, that can
be used to develop or support online course content. This could include blogs, wikis,
authoring tools such as Articulate or Captivate, and Web 2.0 tools available through the
Internet. Another example of a classroom based technology tools include the
whiteboard, index cards, posters, audience response systems (e.g. clicker technology),
Google collaboration tools, 3D printing, and wikis. Depending on course learning goals
and outcomes, instructors may choose to use one or several of these tools to augment
the teaching and learning environment in their classroom (Yale Poorvu Center for
Teaching and Learning).

Dukes (201p) once said that “the use of technology in the classroom is no longer
up for debate. It's now extremely clear: the effective use of classroom technology drives
student results. But, any competent education professional would be quick to point out
that student results are only positively impacted when they are introduced to the right
tools.” According to Lye (2018), educators have said the benefits that come with having
and using technology in schools includes expanding on and reinforcing lesson content
and motivating students to learn. It also gives teachers the option to reach students with
different learning styles.”

In this lesson we are goin to “examine some of the best, focusing specifically on
those that are designed for encouraging, enhancing, and managing learning” (Ekaran,
2018).

1. Socrative
Socrative professes to be “your classroom app for fun, effective classroom
engagement”. In a nutshell, it is a cloud-based student response system,
allowing teachers to immediately test student understanding by way of mini-
quizzes, assigned to them on class laptops or tablets. Quizzes can be multiple
choice, graded short answer, true-false, or open-ended short response.
Socrative’s strength lies in its “on the fly” assessment method, providing teachers
with valuable and timely feedback.

2. Scratch
Scratch is a simple, fun, and engaging introduction to programming, designed
specifically for 8 to 16-year-olds. Users can combine music, graphics, and photos
to create interactive games, animations, and slideshows. All of their creations are
shareable with others in a student’s online community. It’s important to note that
Scratch will really only teach programming concepts, not so much real, authentic
programming.

3. Prezi According to Prezi, “creating, giving, and tracking beautiful interactive


presentations is as easy as 1,2,3” with their cloud-based presentation software.
Prezi presentations are nothing like your traditional presentations; zooming in
and out and moving side to side across one single, very attractive and modern
canvas, focusing in on images and videos inputted by the user. Prezi is very
popular and consistently receives excellent reviews.

4. SelfCAD
SelfCAD is a free, cloud-based 3D CAD software package for students. It is
incredibly easy to use, yet provides an authentic, ‘real world’ 3D design
experience. Another notable feature—SelfCAD has teamed up with
MyMiniFactory, to provide a database of already completed 3D printable designs,
making thousands of 3D objects available for immediate 3D printing. All round, it
is a very powerful and effective tool for learning in STEM, and a number of
schools are getting on board.
5. Quizlet / Quizlet Live
Quizlet provides a platform for students and teachers to create and share their
own learning materials, including flashcards and diagrams. Quizlet Live is the
free inclass quiz game, produced by Quizlet, that can then bring these learning
materials to life. In this engaging and interactive game, students must all
contribute, stay focused and communicate well to win. Quizlet consistently
receives excellent reviews and is a great way to bring study notes to into the 21st
century.

6. Google Classroom
Google Classroom is a powerful community based social tool for learning. It
allows students to post questions and receive answers from their teachers and
fellow students. Furthermore, teachers can post intriguing questions and lesson
materials for review at home. It can also be integrated with other Google
products such as Google Forms, which can be a great way to get feedback from
students.

7. Adobe Spark Video


Spark Video is part of the Adobe Spark suite. The application enables students to
produce short, animated, narrated explainer videos. Students can easily add
photos, video clips, icons, and voice, as well as professional-quality soundtracks
and cinematic motion to their video creations. Video and vlog making is a great
way to engage students creatively, and an ‘out of the box’ approach to class
projects or reviewing learning materials.

8. Khan Academy
With Khan Academy you can literally learn anything; all for free. Lessons are
presented by way of videos, interactive activities, and challenges. Learners also
earn badges in line with their achievements and can save their progress to their
own profile. Khan Academy is a great way to supplement your teaching, provide
extra work to your gifted and talented students or help those who are struggling
with certain content.

9. Seesaw
Seesaw is an easy to use learning portfolio application, enabling students to
document, showcase and reflect on what they are learning at school. Work can
be made accessible to parents as well. The collective monitoring of learning by
students, teachers, and parents is a great way to motivate students, and the tool
is incredibly popular with teachers.

10. Class Dojo


Class Dojo is a free classroom communication, community building, and behavior
management application. A well-behaved student body is associated with better
learning for everyone in the class as it minimizes distractions and improves
student focus. Class Dojo enables teachers to not only track behavior and share
this with parents, but also assign students tasks which build positive behavioral
skills and traits.

11. Edvoice (McGuire, 2020)


Edvoice is a feature-rich communication tool with everything from lesson
planning and rubrics, to messaging, announcements, notifications, and even
tools to help prevent (or respond to) bullying in the classroom.

12. Background Noise (McGuire, 2020)


Depending on what you want the students engage in–you, one another, content,
an assignment, etc.–they need to be able to focus, and classroom aren’t always
the easiest places to do that. Background noise can not only drown out excess
noise, but more helpfully as students concentrate, there is less noise because
they’re concentrating. Neat trick, huh?

13. Venngage (McGuire, 2020)


Create interactive lessons, assess students on the fly, and see data and student
responses in real-time. Students that can ask questions and receive feedback at
any time are more likely to be engaged.

With so much focus being given to data analytics these days, data literacy is a
useful skill for students to learn. Whether your students have collected their own
data or they’ve collected it from other sources, being able to visualize their data
in an infographic is a highly useful skill. Infographics appeal to both visual
learners and textual learners. Venngage offers a selection of infographic
templates that students can customize.

14. Trello (McGuire, 2020)


Because so many students are in the habit of multitasking, a good skill to teach
them is how to organize and streamline their assignments. Trello is a free and
super easy-to-use tool students can use to create workflow charts. Multiple
students can be added to the same board; great for collaboration on projects.

15. Classcraft (Lye, 2018)


Classcraft uses these same gaming principles to engage students in the
educational process and create a more harmonized learning environment. The
platform encourages students to work together as they build academic and social
skills. Classcraft is free and also has a paid version, which offers teachers a suite
of additional features.

Children learn best through play, and designers know this, which is why they
have designed education games and activities to stimulate the young brain and
impart knowledge. By engaging children and immersing them in the subject
matter in a fun way, teachers can help their students develop a love of learning.

Lye (2018) noted that the technology industry has been developing more and
more advanced tools to bring learning to life and help students develop a respect and
appreciation for education. She added that by simply implementing just a couple of
these tools can transform a students’ education journey. Technology in education has
the ability to open up a new world of experiences and knowledge to students and
educators.

Learning Activities

• Formulate a simple conclusion about the ubiquity of technology tools that can be
utilized by Language/Science/Math teachers.
• List and describe how technology tools that can be use in the classroom
environment.
REFERENCES

Dukes, N. (2019). 20 Classroom Technology Tools You Might Not Know. Last accessed
August 27, 2020 from https://www.screencastify.com/blog/new-
classroomtechnology-tools
Ekaran, S. (2018). Top 10 Tools For The Digital Classroom. Last accessed August 27,
2020 from https://elearningindustry.com/tools-for-the-digital-classroom-top-10
IGI Global (n.d.). What is Technology Tools. Last accessed August 20, 2020 from
https://www.igi-global.com/dictionary/relevance-of-the-use-of-
instructionalmaterials-in-teaching-and-pedagogical-delivery/48956
Lye, C. (2018). 10 examples of modern classroom technology. Last accessed August
27, 2020 from https://www.classcraft.com/blog/features/examples-
modernclassroom-technology/
McGuire, S. (2020). 10 Technology Tools To Engage Students In The Classroom. Last
accessed August 27, 2020 from
https://www.teachthought.com/technology/9technology-tools-engage-students-
classroom/
Yale Poorvu Center for Teaching and Learning (n.d.). Instructional Tools. Last accessed
August 25, 2020 from
https://poorvucenter.yale.edu/FacultyResources/Instructional-Tools
Lesson 3 - Characteristic of Good/Appropriate IMs and Technology
Tools.

One way of selecting technology tools for classroom use it must be in


coordination with aligning these tools with specific learning outcomes and instructional
strategies (Hulon, S., n.d.). With so many possibilities for digital learning, selecting
media and technologies for teaching is a complex process with a wide range of factors
to consider (UNT Teaching Commons).

The SECTIONS model, developed by Tony Bates (2015) cited in UNT Teaching
Commons, provides a framework for determining the appropriateness of teaching
technologies. This might include identifying and determining pedagogical characteristics
of text, audio, video, computing, and social media. SECTIONS stands for:

• Students
• Ease of use
• Costs
• Teaching functions (including the affordances of different media)
• Interaction
• Organizational issues
• Networking
• Security and privacy
The abbreviated version of this developed by Laura Pasquini, a UNT educator in
Learning Technologies.

Students
• Review accessibility mandates or policy of your institution, department, or
program.
• Determine demographics of the students and appropriateness of technology.
• Consider student access to technologies, both off campus and on campus.
• Determine the digital skills and digital readiness of your students with learning
expectations from your learning outcomes and overall course design.
• Justify students’ purchases of a new technology component (if needed) for
learning.
• Assess prior learning approaches and how technology can support
studentlearning difference.

Ease of Use
• Select the technology based on ease of use by instructor and students.
• Identify technology that is reliable for teaching and learning.
• Verify that the technology set up, maintenance, and upgrade is simple.

Confirm the technology provider/company is stable to support hardware or
software use.
• Outline strategies to secure any digital teaching materials you create should the
organization providing the software or service cease to exist.
• Locate technical and professional support, both in terms of the technology and
with respect to the design of materials.
• Determine technologies to best support edits and updates of learning materials.
• Outline how the new technology will change your way of teaching and get better
results with your learners.
• Assess risks and potential challenges for using this technology for teaching and
learning.

Cost and Your Time


• Consider media selection by the length of time and ease of use during course
development. Consider the “Modest Approach” to educational technology
adoption.
• Factor the time it takes to prepare class content such as lectures and determine
if development of digital learning materials will save time and encourage
interaction with students (online and/or face-to-face).
• Investigate if there is extra funding for innovative teaching or technology
applications; if so, determine how to best use that funding for learning
technologies.
• Assess the local support from your institution’s instructional designers and media
professionals for media design and development.
• Identify open educational resources for the course, e.g. an open textbook, online
videos, library page of articles.

Teaching & Educational Factors


• Determine the desired learning outcomes for the course.
• Design instructional strategies to facilitate the learning outcomes.
• Outline specific pedagogical characteristics and needs appropriate for the course
and learners in terms of content presentation and skill development with regards
to:
o textbook, readings, or online text materials;
o audio, such as podcasts, streaming audio from news, etc.; o video, such
as slide presentations, lectures, tutorials, and screencasts; and o social
media, such as blogs, wikis, microblogs, photo-sharing, curation, etc.
• Plan the learning aspects that must be face-to-face (in-person or synchronously
online).

Interaction
• Identify the skills for development and interactions to determine the best type of
media or technology to facilitate this learning.
• Determine the kinds of interaction that produce a good balance between student
comprehension and student skills development.
Estimate the amount of time the instructor will be interacting personally or online
with students and the type of medium for this interaction.

Organizational Issues
• Identify institutional support in choosing and using media or technology for
teaching.
• Determine if the institutional support is easily accessible, helpful, and will meet
the needs for the learning technologies for the course.
• Determine if there is funding available to ‘buy the faculty out’ for a semester
and/or to fund a student assistant to assist with designing a new course or
revising an existing course.
• Locate institutional funding or resources for any learning technology or media
production.
• Review the ‘standard’ institutional technologies, practices and procedures for
teaching and learning to verify requirements for utilizing institutional technology
resources, i.e. the learning management system, lecture capture system, etc.
• Determine if the institution will support trying a new technological approach to
learning and will support innovative media or digital design.

Networking
• Outline the importance for learners to network beyond a course, i.e. with subject
specialists, professionals in the field, and relevant people in the community.
• Identify how the course or student learning can benefit from networking and
learning from external connections.
• Determine the appropriate network and/or social media space to help learners
network with each other and connect with external community members.
• Integrate these networking mediums with standard course technology per the
institution.

Security & Privacy


• Determine the student information you are obliged to keep private and secure.
• Identify the institutional policies for security and privacy for teaching & learning.
• Outline potential risks and challenges of using a technology where institutional
policies concerning privacy could easily be breached.
• Identify who at your institution could best advise you on security and privacy
concerns with regards to learning and teaching technologies.

• Itemize the areas of teaching and learning, if any, available only to students
registered in the course.
• Identify the types of technologies to best restrict or limit access to course
materials (if any) for registered students.

In addition the to the above suggestions, UNSW Sydney Teaching also


suggested on selecting technology tools for classroom use from various technologies
using two approaches:

examples of learning outcomes, the kinds of learning activities that could achieve
those outcomes, and how those activities could be supported by various learning
technologies (refer to Table 4.2)

• examples of the tools you may be interested in using and the types of activities
and learning outcomes that are likely to be relevant. (refer to Table 4.3)

Table 4.2: Sample learning outcomes, rationales and activities

The following table provides examples of learning outcomes, the kinds of


learning activities that promote those outcomes, and how the activities could be
supported by learning technologies.

Desired
learning Relevant activities Potential
Rationale (Why?)
outcomes (How?) technological tools
(What?)

• Information • Exposure to, • Multi-dimensional • RSS feeds/
literacy awareness evaluation • aggregators
• Global of, contribute Sharing and • Blogs
practice • to external reviewing online • Turnitin
Digital o activity resources • SlideShare
literacy • o conversation • Connecting with • YouTube, theBox
Ethical s outside experts/ • Podcasting
practice • o resources o communities • Library
techniques • Check for plagiarism
Preparatio • Blackboard
and • Media making/
n for Collaborate
approaches mashups
success
• Appropriate • Digital storytelling
referencing • • Copyright/Creative
Appropriate Commons
equipment of discussions
the 21st • Activities relevant
Century and authentic to
graduate discipline
• Managing • Embedded activities
information for generic attributes
load • Contextual prompts
to evaluate sources

• Self- • Negotiate • Problem/case-based • Wiki


directed understanding • learning • LMS groups
learning • Feedback on the • Flexible access to (Moodle)
course material • Quiz/survey
Reflective
practice
• Engaged • Reflection on • Project planning • • Recorded
learning learning and management •• lectures
• Co-learning • Global •• Student self-tests YouTube,
• Quality • practice Teacher (and • •
theBox
learning Consistency technology) as Podcasting
environment of experience • facilitator of Choice of
and (equity) learning Choice of
• • • (ability to
experience modes and explore) media
activities Access • Online
• to technology (e.g. resources
mobile devices) Mobile
Agreed code of learning
conduct (smartpho
ne, tablet)
Library
Lesson
Blackboard
Collaborate
• Multiple •• Collaborative • • • Wiki
perspectives writing Group • Blogs
• Feedback on • negotiation and Discussion
performance planning forum Peer
Giving and • •
Assessment of review (LMS:
receiving
team work Mood
feedback • Review (e.g.

le)
group work) Blackboard
Publishing
Collaborate
Reflection
• Working in • Negotiate • • Collaborative • • Wiki
teams • understandin writing Group • Blogs
• g Multiple negotiation and LMS groups
Collaborative perspectives • planning •
(Moodle)
practice • (for teacher) Project planning Peer
management • and management review (LMS:
Problem/case- • •
of group work Mood
• • based
Digital le)
• learning
literacy Google Docs
• •
Inclusivity Assessing
• Blackboard
(e.g. team
Collaborate
NESB) contribution
Moderated
Media based
discussion
projects
Variety of
communicatio
n styles
supported
• Critical ••• • • Blogs
reviewing • • • Discussion
Critical • Negotiate Reflecting forum
thinking understanding Debating
• •
Blackboard
• Independe • Multiple
Reviewing • Collaborate
nt learning perspectives
• Feedback Social knowledge VoiceThread
• Practice of building YouTube,
theBox
Podcasting
o critical • Review • RSS
reviewing of/commentary • Peer
o critical on online review
• (Moodle
thinking material Give
and receive Workshop)
feedback
• • Authentic
Experience voice via
• • "authentic" • video/audio
practice Blackboard
Synthesis of • Able to solve • Integrative (could • Collaborate
learning new problems • be group) project Simulations
Apply Application of • Problem/case- • e.g. virtual
learning (at knowledge in based learning experiments
high level) integrated way activities Animations
• Group tools

• Written • Negotiate •••• Reflecting ••• Blogs


communicati understandin • Debating •• Discussion
g •
on Reviewing forum
• Contribute to Publishing SlideShare
external o Checking for Twitter/
activity o plagiarism Yammer
conversatio RSS
ns Turnitin
o resources
• Appropriate
referencing
• Oral • Sharing
communicati audio/video
on •• material • • VoiceThread
• Presentation • YouTube,
Presenting
skills Digital storytelling theBox,
• Language • • podcast)
Audio/video
proficiency discussion and SlideShare
• Podcasting
feedback
Blackboard
Collaborate
Table 4.2 Sample learning outcomes, rationales and activities

Table 4.3: Tools related to activities, and their contribution to learning outcomes

The following table provides examples of the tools you may be interested in using
and looks at the types of activities and learning outcomes that are likely to be relevant.

Desired learning
Potential uses of Relevant activities
Rationale (Why?) outcomes
technology (How?)
(What?)

• Social • Sharing and • Exposure to and • Information


bookmarking • reviewing online awareness of literacy
RSS resources external • Global
feeds/ • Connecting with • activity practice
aggregator s outside • conversations
experts/ • resources
communitie s
• Collaborative • Synthesis of • Working in
writing knowledge teams
• Group negotiation • Negotiate • Self-directed
and planning understanding • learning
• Wiki
• Project planning Multiple • Giving and
and management perspectives receiving
feedback

• Reflecting • Negotiate • Information


• Debating understandin literacy
• Reviewing (e.g. g• • Global
group work) Multiple practice •
• Publishing perspectives
• Feedback Working in
on teams
• Blogs performance • Written
• Contribute to communicati
external o o n skills
activity • Critical
o conversation s reviewing
o resources • Giving and
receiving
feedback
• Written
• Negotiate
• Reflecting communicatio
understanding •
• Discussion forum • Debating n skills
Multiple
• Reviewing • Critical
perspectives
reviewing

• Social knowledge • Feedback • Giving and


building receiving
feedback

• • • Negotiate • Working in
understanding teams
• Multiple • Self-directed
LMS groups Problem/casebased perspectives learning
(Moodle) learning • (for teacher)
management of
group work
• • • Feedback on • Self-directed
performance learning
Peer review Assessing team • (for teacher) • Reflective
(Moodle) contribution management of practice
group work

• • • Information
literacy
Checking for Appropriate • Academic
• Turnitin
plagiarism referencing
writing

• Blackboard • • • Oral language


Collaborate web skills Oral
conferencing • • communicatio
• Seesmic • Audio discussion
and feedback Alternative to n
• Voicethread Presentation
• BB Collaborate Video discussion face to face or •
Review/commentar text skills Critical
Voice tools y of online material reviewing

• • Working in a group • Archive • Presentation


• Connecting conversations skills Oral
Blackboard • •
Collaborate web different locations Flexible access communicatio
conferencing to activities n

• Digital • Sharing video • • Presentation


Alternative to
Media delivered material skills Oral
• face to face or • communicatio
using theBox, Presenting
• • text
iTunesU or Digital storytelling n
• Accommodates
YouTube. Discussion trigger Digital literacy
• alternative •
Reflective tool
• Archiving class learning styles • Enhance
Can be original work activities (visual) student
or sourced material. • Digital literacy • View material experience
when part of (locations,
student work experiences etc.)
not otherwise
available
• Multimodal/flexibl
e access to
resources
• students unable
to attend class
• Presenting core • Illustrates • Improve
concepts concisely complex learning
• Simulations of concepts outcomes
processes, • Alternative to • Enhance
hypothetical face to face or student
problems or cause text experience
• Accommodates
and effect
alternative
• Interactive Media
learning styles
(visual)
• Aids knowledge
retention
• Supports
learning by
experimentation
• Flexible access to students unable to Self-directed
• Echo360
material attend class learning
Table 4.3 Tools related to activities, and their contribution to learning outcomes

Learning Activities

• What are the characteristics of good instructional tools? Present it by using a


multimedia presentation.

• Create a Checklist/Rubric for choosing the appropriate IMs and technology tools
for teaching.

• Formulate criteria to determine the appropriateness of IMs and technology tools.

• Describe the uses different types of educational, integrated learning systems,


problem-solving software and reference software.
• How does the different types of educational, integrated learning systems,
problem-
solving software and reference software can be use
in teaching Language/Mathematics/Science?

• Draft an educational software review based on the following criteria: content and
technical information, audience appeal, and suitability.

REFERENCES

Hulon, S. & Davidson-Shivers, G. (n.d.). A Guide to Selecting Technology for Classroom


Use: Assisting Preservice Teachers in the use of appropriate tools. Last
accessed
August 25, 2020 Retrieved from
https://members.aect.org/pdf/Proceedings/proceedings13/2013i/13_16.pdf
UNT Teaching Commons. Selecting Educational Technologies: A Checklist. Last
accessed August 25, 2020 from
https://teachingcommons.unt.edu/teachingessentials/teaching-technology/
selecting-educational-technologies-checklist
UNSW Sydney Teaching. Selecting Technologies. Last accessed August 25, 2020 from
https://teaching.unsw.edu.au/selecting-technologies

Lesson 4 - Principles of Universal Design for Learning (UDL)


Guidelines

Universal Design for Learning (UDL), according to CAST, is a framework to


improve and optimize teaching and learning for all people based on scientific insights
into how humans learn. “When you use UDL, you assume that barriers to learning are in
the design of the environment, not in the student. UDL is based on brain science and
evidence-based educational practices. It also leverages the power of digital technology”
(Posey, n.d.).

In simple terms, “Universal Design for Learning (UDL) is a way of thinking about
teaching and learning that helps give all students an equal opportunity to learn and
succeed. The goal of UDL helps teachers use varied methods, materials, and
assessments, so they can better meet the needs of all students. In UDL classrooms are
flexible in the ways students access material, engage in learning, and show what they
know can remove barriers to learning” (Newcomer, n.d.).

UDL is a framework for how to develop lesson plans and assessments that is based on
three main principles (Morin, A. n.d.). By applying UDL principles, teachers can
effectively instruct a wide range of learners and provide flexibility in classroom
experiences. The three UDL principles are (Newcomer, n.d.):

1. Representation: This principle is about providing information in more than one


format. For example, textbooks are primarily visual. But providing text, audio,
video, and hands-on learning options gives all students a chance to access
content in ways best suited to their learning preference.

2. Action and expression: This principle guides teachers to give students more
than one way to interact with the content and to show what they’ve learned. For
example, students might choose to take a pencil-and-paper test, give an oral or
visually based presentation, or do a group project.

3. Engagement: This principle encourages teachers to find multiple ways to


motivate students. We can sustain student interest by giving students
assignments that feel relevant to their lives and letting them make choices.
According to Kentucky Department of Education (2020), when teachers plan
lessons using UDL, they are creating "a rich learning environment that is designed
around the needs of all students, not just those with identified needs."

Additionally, the Universal Design for Learning is an effective instructional


approach that promotes curriculum accessibility for all learners through the use of
technology by incorporating Digital Learning opportunities. This increases engagement
in the classroom, thus addressing achievement gaps for targeted populations of
students.

This framework stands in contrast with the “one size fits all” instructional
approach that has traditionally been used in classrooms, as outlined in the table below
(Vanderbilt Peabody College):
Traditional Instruction Universal Design for
Learning Instruction

• Teachers typically deliver • Teachers deliver content in


content one way. multiple ways.

• Students are passive • Students are active learners


learners who acquire who engage and analyze the
information through content to gain understanding.
memorizing, practicing, and
taking tests. • The learning environment
encourages students to
• The learning environment explore the content based on
encourages students to sit personal interests,
quietly and work on an preferences, or abilities.
identical task.
• Students are allowed to
• Students’ skills and demonstrate their skills and
knowledge of content are knowledge of content using
assessed using one one of several methods.
method.

“Adapted from Universal Design for Learning: A Guide for Teachers and Education
Professionals”

Learning Activities

• Prepare learning activities and resources that will cater to the varying needs of
students.
REFERENCES

CAST. About Universal Design for Learning. Last accessed August 20, 2020 from
http://www.cast.org/our-work/about-udl.html#.X0UaptMzZsM
Posey, A. (n.d.). Universal Design for Leaning (UDL): A Teacher’s Guide. Last accessed
August 20, 2020 from
https://www.understood.org/en/school-learning/foreducators/universal-design-for-
learning/understanding-universal-design-forlearning
Morin, A. (n.d.). What is Universal Design for Learning (UDL)?. Last accessed August
20, 2020 from https://www.understood.org/en/learning-thinking-
differences/treatments-approaches/educational-strategies/universal-design-
forlearning-what-it-is-and-how-it-works
Newcomer, B. (n.d.). The Principles of Universal Design for Learning. Last accessed
August 20, 2020 from
https://www.understood.org/es-mx/school-learning/foreducators/universal-design-
for-learning/the-principles-of-universal-design-forlearning
Kentucky Department of Education (2020). Universal Design for Learning. Last
accessed August 20, 2020 from
https://education.ky.gov/educational/diff/Pages/UDL.aspx
Vanderbilt Peabody College. Universal Design for Learning (UDL). Last accessed
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https://iris.peabody.vanderbilt.edu/module/udl/cresource/q1/p01/#content

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