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Level Up Learning: Leveraging Video Games for UDL

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HBGCC - 221D

Interactive Session
ISTELive Content
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Session description

This session will show educators how video games can be powerful tools for enhancing learning experiences, particularly for students with disabilities. We will begin with a brief overview of the UDL framework, discover how video games inherently promote UDL, and how to implement video games as UDL tools.

Outline

Level Up Learning: Leveraging Video Games for UDL
(60 minutes)
Intro (5 minutes)
- Introduce self/session
- Ice breaker activity; discuss first video game played
Worksheet Discussion (5 minutes):
- Show image of a worksheet
- Participants discuss who would have difficulty accessing this assignment
UDL Outline (10 minutes):
- ESSA & UDL
- UDL overview
Research (5 minutes):
- E.S. Simpson UDL & Video Games research findings
Application (10 minutes):
- How to use video games as UDL tools
Game Time (15 minutes):
- Participants will engage in a brief game of GimKit; they will be asked to focus on the build-in UDL tools of the game
Looking to the Future (5 minutes):
- How video games/simulations are used
- How video games/simulations will be used in the future
Wrap Up:
- Reflection on learning
- Closing information/contact info

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Supporting research

https://citeseerx.ist.psu.edu/document?repid=rep1&type=pdf&doi=c8e7d48f27a254d341d5956de28136b05910840a
Cast UDL Guidelines: https://udlguidelines.cast.org/
CAST CITIES Framework: https://cites.cast.org/

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Presenters

Photo
Instructional Designer
Region 10 ESC

Session specifications

Topic:

Universal Design For Learning

Grade level:

PK-12

Audience:

Teacher Development, Teacher, Technology Coach/Trainer

Attendee devices:

Devices useful

Attendee device specification:

Smartphone: Android, iOS, Windows
Laptop: Chromebook, Mac, PC
Tablet: Android, iOS, Windows

Participant accounts, software and other materials:

https://www.gimkit.com/join (encouraged, but not required)

Subject area:

Special Education, Technology Education

ISTE Standards:

For Education Leaders:
Equity and Citizenship Advocate
  • Ensure access to technology, connectivity, inclusive digital content and learning environments that meet the needs of all students.
  • Model the use of technology in inclusive, healthy ways to solve problems and strengthen community.