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Rachel F. Adler; Devorah Kletenik – Journal of Postsecondary Education and Disability, 2023
While more universities are including IT accessibility in their computer science programs for undergraduate and graduate students, there is little accessibility training available for K-12 teachers. We created an intervention through which postsecondary students had opportunities to experience five computer games with a simulated impairment…
Descriptors: Elementary Secondary Education, Postsecondary Education, Computer Science Education, College Students
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Loy, David P.; Autry, Cari; Janke, Megan C.; Fish, Matthew; Burnworth, Rebecca; Whisner, Wendy; Harrell, Lauren – Schole: A Journal of Leisure Studies and Recreation Education, 2023
In response to academic and healthcare restrictions from the COVID-19 pandemic, the Pirate Wellness Program (PWP), a recreational therapy telehealth program, was developed and implemented in May of 2020 by East Carolina University Recreational Therapy (RT) faculty to provide virtual services and interventions to quarantined individuals with…
Descriptors: COVID-19, Pandemics, Wellness, Health Promotion
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Walker, Zachary; McMahon, Don D.; Rosenblatt, Kara; Arner, Tracy – SAGE Open, 2017
The success of Pokémon Go is demonstrating that augmented reality (AR) is reaching the masses quickly and can be a robust tool to enhance student engagement and learning. Leveraging AR for instructional purposes has the potential to become a powerful medium for Universal Design for Learning (UDL) by providing new tools for multiple means of…
Descriptors: Physical Environment, Simulated Environment, Computer Simulation, Learner Engagement
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Burton, Andrew M.; Liu, Hao; Battersby, Steven; Brown, David; Sherkat, Nasser; Standen, Penny; Walker, Marion – International Journal of Game-Based Learning, 2011
Stroke is the main cause of long term disability worldwide. Of those surviving, more than half will fail to regain functional usage of their impaired upper limb. Typically stroke upper limb rehabilitation exercises consist of repeated movements, which when tracked can form the basis of inputs to games. This paper discusses two systems utilizing…
Descriptors: Educational Games, Neurological Impairments, Disabilities, Rehabilitation
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Marino, Matthew T.; Tsurusaki, Blakely K.; Basham, James D. – Science Teacher, 2011
Have you ever bought a computer program that you thought would be great for your struggling students, only to find that it did not work on your school computers, or that your students found it difficult to use? Selecting science software for students with learning and other disabilities can be a challenge. This Idea Bank provides a list of…
Descriptors: Access to Computers, Computer Software, Educational Technology, Disabilities
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Zionch, Allenda – Intervention in School and Clinic, 2011
Today's students are digital natives. From computers to MP3 players, the everyday use of technology in society underscores the necessity of using technology in education. The use of digital simulations especially has had positive outcomes for students with disabilities in generalizing various life skills necessary for transition beyond high…
Descriptors: Computer Simulation, Disabilities, Educational Technology, Transitional Programs
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Salend, Spencer J. – TEACHING Exceptional Children, 2009
Although many teachers are using new technologies to differentiate instruction and administer tests, educators are also employing a range of technology-based resources and strategies to implement a variety of classroom assessments as alternatives to standardized and teacher-made testing. Technology-based classroom assessments focus on the use of…
Descriptors: Student Evaluation, Testing, Educational Technology, Teacher Made Tests
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Cobb, Sue V. G. – Topics in Language Disorders, 2007
Virtual reality (VR) describes a set of technologies that allow users to explore and experience 3-dimensional computer-generated "worlds" or "environments." These virtual environments can contain representations of real or imaginary objects on a small or large scale (from modeling of molecular structures to buildings, streets, and scenery of a…
Descriptors: Computer Simulation, Disabilities, Special Education, Computer Uses in Education
Elleven, Russell; Wircenski, Michelle; Wircenski, Jerry; Nimon, Kim – Journal for Vocational Special Needs Education, 2006
Many changes are taking place in our country. Technology continues to impact on the workplace, demographics are changing the face of our neighborhoods, communities, and work environments. Globalization is placing greater demands on the economy and on workers. Educators and employers must face the challenge of how to prepare learners for new roles…
Descriptors: Field Trips, Computer Simulation, Disabilities, Special Needs Students
Middleton, Teresa – Interactive Learning International, 1992
Describes the attributes of a virtual reality system, including flexibility, presence, control and interaction, and feedback; and identifies learning situations in which these attributes would play a key role. Research on virtual reality and related technologies at SRI International (formerly Stanford Research Institute) is summarized. (nine…
Descriptors: Biological Sciences, Computer Simulation, Computer System Design, Disabilities
Holzberg, Carol S. – Technology and Learning, 1994
Presents examples of the use of technology to motivate, teach, and empower children with physical and cognitive disabilities. Specific applications include the use of computers for antivictimization training, writing, self-expression, and improving communication skills. The work of the Center for Literacy and Disability Studies (North Carolina) is…
Descriptors: Assistive Devices (for Disabled), Communication Skills, Computer Assisted Instruction, Computer Simulation
Moore, Gwendolyn B.; And Others – Technological Horizons in Education, 1986
Describes possible applications of new technologies to special education. Discusses results of a study designed to explore the use of robotics, artificial intelligence, and computer simulations to aid people with handicapping conditions. Presents several scenarios in which specific technological advances may contribute to special education…
Descriptors: Artificial Intelligence, Bionics, Computer Assisted Instruction, Computer Simulation