How Technology Can Level the Playing Field

April 22, 2010 at 3:09 am (ED TECH 541, Portfolio) (, , , , , , , , )

Free, compulsory public education is a given in the United States. It has not always been this way, and it certainly isn’t that way around the world. That often gets lost in the shuffle of discussing the future of our future education. However, even within our school system, we have long left many students out in the cold for a variety of reasons—race, religion, gender, and those students with disabilities. Some of this inequity was resolved through the Elementary and Secondary Education Act in 1965. At the same time, children with disabilities were still not being included fully in the education process. With the creation of the Individuals with Disabilities Education Act (IDEA) in the 1970’s, attention was finally being paid to ALL students. IDEA put into place six general principals, and, for the first time, gave a clear definition to who these students are. (Parent Mentors of Ohio)

Six Principals

  • free appropriate public education
  • appropriate evaluation
  • individualized education program
  • least restrictive environment
  • parent and student participation in decision making
  • procedural due process

Who Qualifies for Special Education?

  • Mental retardation
  • Hearing impairment (including deafness)
  • Speech or language impairment
  • Visual Impairment (including blindness)
  • Serious emotional disturbance
  • Orthopedic impairment
  • Autism
  • Traumatic brain injury
  • Other health impairment (now includes ADD/ADHD)
  • Specific learning disability

Simply having the principals and categories laid out by an important piece of legislation is not enough to ensure equal access to education, and, even when there is access, a fair and equitable education for these students with special needs. This gap has spurred many different groups to step in and try to create educational materials and processes that ensure every child has access to a quality education. One such group is the National Center on Response to Intervention. Response to Intervention (RtI) combines individual education plans, assessment, and intervention activities into a school-wide or district-wide system of implementation to meet the diverse needs of all learners. (National Center on Response to Intervention) With the increased acceptance of this plan of attack, it has become increasingly important for teachers to reach all learners to ensure success. And we haven’t even begun to talk about the testing requirements outlined in the No Child Left Behind Act. NCLB, and its eventual re-authorization, have increased the impetus of schools to meet each child’s needs. Okay, so meeting all learners’ needs is a valid goal and something almost all teachers want to do. With the increased pressure, teachers need new tools to reach these diverse learners as outlined above. And technology can do just that! Whenever I think of technology leveling the playing field for all learners, I start with two sources. First, the federal government created a set of Electronic and Information Technology Accessibility Standards, known best as Section 508. If I am going to build a technology component or incorporate a component in a program, I want to make sure that it meets minimum accessibility standards, and Section 508 is a great starting point. (National Archives, 2001) I would then evaluate a product to see if it complies with the Universal Design for Learning (UDL) principles as laid out by the Center for Applied Special Technology. (CAST, Inc., 2010) By choosing programs and publishers of content that can demonstrate Section 508 compliance and that adhere to UDL standards, you are ensuring that many students will be able to access the content you are presenting.

Standards and design principles are important to many categories of special needs learners, and ensuring appropriate Response to Intervention is an essential starting point for building student learning. But what are some of the actual tools for reaching students? It would be nearly impossible, and is certainly outside of the scope of this blog entry, to try and list them all. Instead, I can quickly list a few ideas that show the power of technology to reach learners and some resources to go to find tools for specific needs. The tools listed below are not even the tip of the iceberg; assistive and learning technologies are available to a mind-bogglingly overwhelming degree. Technology Tools

  • Screen readers and text-to-speech tools—These tools help students with visual impairment to access content on a screen in ways they would never be able to do with print, becoming part of the general classroom.
  • Close captioning—For students with auditory deficits, captions are becoming an increasingly available option for accessing voiced materials.
  • Skype or other streaming video chat—Students who are unable to attend classes in person for a variety of reasons can become part of the classroom with their peers.
  • Practice software—Individualized, CD-ROM or Web-based software that provides just-in-time, targeted instruction has the potential to reach kids where they need instruction most. If the software includes remediation and differentiated feedback, it is like having a teacher’s aide in the classroom.
  • Collaboration and communication tools—Students that may struggle with learning English or be reluctant to participate in class with other students can become more participative by using Whiteboard clickers, leaving audio or video blogs, and so on. This involvement enhances their learning experience

Web Sites to Assist in Selecting Assistive Technologies


CAST, Inc. (2010) UDL guidelines—version 1.0: introduction. Retrieved from

National Archives and Resources Administration. (Dec 21, 2001). Electronic and information technology accessibility standards. (Federal Register) Retrieved from

Parent Mentors of Ohio. (n.d.). The history of IDEA. Retrieved from

National Center on Response to Intervention. (n.d.). What is RtI? Retrieved from


Permalink 2 Comments

Integrating Arts across the Curriculum

April 18, 2010 at 8:52 pm (ED TECH 541) (, , , , , , , )

For anyone following schools over the last five to ten years, there is no secret that arts classes and physical education are taking a backseat to math and reading instruction to allow schools to meet the strict goals set forth within the No Child Left Behind Act. It is clear that the arts are often seen as “effective and expressive, not academic or cognitive,” allowing that instruction to easily be pushed to the wayside. (Holcomb, 2007) However, there is a growing body of evidence showing that the arts are an integral part of the curriculum, and should be integrated into the curriculum wherever possible.

A compendium of research from the Arts Education Partnership (Deasy, 2002) identified upwards of 65 distinct relationships between teaching the arts in educational settings and increasing social and academic success. These 65 relationships demonstrate the power of the arts in the curriculum. The compendium took these 65 relationships and separated them into six major categories of benefits tied to student growth. The six categories include the following.

  1. Reading and Language Skills
  2. Mathematics Skills
  3. Thinking Skills
  4. Social Skills
  5. Motivation to Learn
  6. Positive School Environment

What to do with the arts then? How can we justify spending the time to incorporate them into the curriculum, based on the evidence showing that they are valuable pieces of the education puzzle? We have to find a place for the instruction within the school day. The idea of integrating arts across the curriculum allows us, as educators, to try to work the arts in where there is time. Whether that is reader’s theater or creating music videos or any other of a number of activities, the idea is to turn the students into creators of content and interpreters of content. And that is where technology comes in. There is an incredible array of technology tools out there for incorporating the arts into the curriculum, and with the increasing focus on 21st century tools and technology in the classroom, this is another way to bring arts into the curriculum and demonstrating their value.

Using technology tools in the arts also provides many students an outlet for creativity that they would otherwise struggle to create. Speaking as someone who has some ability in music, but no creative/artistic gene, I always dreaded drawing or modeling activities. With technology tools, I would have had a creative medium and tool set that otherwise was unavailable to me, helping me to be more involved in certain projects. Below I am sharing a few links that provide access to online tools for the arts.

  • Mr. Picassohead—( With this site, any student can draw like Picasso. When studying fine art, a site like this offers a great opportunity for all students to create, share, and appreciate concepts embodied in the work of one of the world’s great artists.
  • ToonDoo—( This site is an example of a comic-strip generation tool available online. These sites allow the arts to be incorporated into the reading and writing curriculum. Of course, it is best to choose the site wisely, as you have to be careful about what strips others have made and posted.
  • Myna—( Aviary’s Myna tool serves as a free, online product very similar to Garage Band in many ways. A tool like this provides even the most musically ungifted individuals to create a musical masterpiece!
  • 3D Modeling Software—( A variety of free, online tools exist for incorporating 3D modeling into the classroom. While not specifically one of the “arts,” it is a way to pull in artistic representations of student work.
  • Art Education 2.0—( On this site, teachers looking for innovative tools for incorporating arts instruction through technology can discuss ideas with others and have access to some successful things other teachers have done. A great resource for learning through the arts.

These sites are only a small representation of the many, many sites out there for integrating the arts into the classroom. There are options out there for everything you can think of. It is simply a matter of finding what you really want!


Deasy, R., ed. (2002). Critical links: student academic and social development. Retrieved from Arts Education Partnership at

 Holcomb, S. (January, 2002). State of the arts. NEA Today. Retrieved from

Permalink 1 Comment

Relative Advantage for Teaching History with Technology

April 9, 2010 at 2:56 am (ED TECH 541) (, , , , , )

Using technology to make history come alive for students can have several advantages. Many students find the study of history difficult, abstract or boring, or have difficulty making personal connections to the past because it is so different from their own lives. The greatest learning comes when students can make those connections and find common bonds with what they are learning. Some of the available technologies are now able to provide those connections between students and history, causing times of the past to be more than material on a page or even a slide on a screen.

One of the advantages of using interactive technology, such as a web site that allows students to develop a character and to travel through a time period, is that students are in control of their own choices and are able to navigate through the time period on their own. On one web site,, students travel virtually from Europe to America, choosing which items they bring with them, enter the country through Ellis Island, and choose how they will work once they are settled in the new country, all with the help of a recent immigrant girl. Students will remember and enjoy their time spent “playing” with this information much more clearly than if they had simply been lectured on how immigrants came to America, or if they had read a textbook with the information. Because the web site is set up as a game with many options, such as choosing different names for one’s passport, students will be motivated to play it more than once and be more likely to retain the information even more.

Students are also granted greater access to artifacts and primary sources if they have access to the Internet. With the huge number of web sites that are available, students can view artifacts for almost any time period they are studying, allowing those to see articles they would not otherwise ever have had the access to in the past.  At the site,, students can view letters actually written by Abraham Lincoln that are part of the Stern Collection. There are many other artifacts on this site that are part of this collection, giving students a more complete picture of one of America’s greatest presidents. This is also more interactive than photographs on a page, as the images can be turned and rotated, giving the viewer a complete image of three-dimensional objects rather than a flat image from a book.

Another obvious advantage that technology holds over traditional learning resources is that students are able to engage all of their senses more fully. Learning does not just take place in the mind, but also with the ears, the eyes, and the whole body. Sites like take this into consideration and encourage students to listen to music from different eras of America’s history, watch short films of time periods, and play games trying out their knowledge of American history, such as “Super Sleuth,” in which students look at photographs of important events in American history and identify the object that does not belong. The more a student is an engaged, the more likely he or she is learning. Sites like these are also designed to give students choices and to encourage lots of exploration, which keeps the students coming back time and again, reinforcing the information learned and exposing them to more.

Making history fun and accessible is perhaps one of the biggest advantages that technology is giving teachers today. Allowing students to play games with historical settings, themes, or characters is all part of that. Using mobile phones with game software, teachers have found a way to engage students while visiting archaeological sites thousands of years old. Students play games that are virtual “treasure hunts” that help them to visualize the original formations of building that are now almost completely destroyed, and teachers report significant increases in student engagement. (Ardito, Costabile, Lanzilotti, & Pederson, 2007.) Use of mobile phone software to engage students in field trips more fully could be extended to more than just archaeological sites; the above research is now quite old and phones were nowhere near as capable three years ago as they are now. It is feasible to expect that this application of the use of technology in teaching history will only become more applicable and relevant in education as time passes.


Ardito, C., Costabile, M.F., Lanzilotti, R., Pederson, T. (2007). Making dead history come alive through mobile game-play. Retrieved from

Several of the above sources were found at, a search engine provided on the Smithsonian web site for teachers.

Permalink 1 Comment