2. Definition of UDL: “UDL is a framework that can help you turn the challenges posed by high standards and increasing learner diversity into opportunities to maximize learning for every student. Drawing upon new knowledge of how the brain works and new technologies and media now available for teaching and learning, UDL frames a systematic approach to setting goals, choosing or creating flexible materials and media, and assessing students.” (accurately."www.cast.org/.../content/mentors/.../site_mentor_udl_def.cfm)
3. Background “He coined the term "universal design" to describe the concept of designing all products and the built environment to be aesthetic and usable to the greatest extent possible by everyone, regardless of their age, ability, or status in life.” http://design.ncsu.edu/alumni-friends/alumni-profiles/ronald-mace Ronald L. Mace
4. How will UDL impact students within the classroom? In implementing the Universal Design within the classroom creates: -A multitude of choices to succeed -Avenues to attain and accomplish at their own pace -meeting students’ strengths in all academic areas
6. Our Differences When we see snowflakes fall, they all have their individual differences. Students also enter our rooms bringing their own story, background, culture and understanding. The importance of meeting their needs continues to drive my instruction as an educator.
7. 3 Principles of UDL These principles encompass the development of lessons to meet the needs of students within the classroom.
8. Representation Provide options in perception, expression, and comprehension: -Bigger, Formatted, & and highlighted information -Choices of language, multimedia, & math symbols and expression -Chunking, scaffolding & utilization of supplemental resources
9. Action & Expression Provide physical options such as keyboard, mouse, & joystick Provide options for expression such as text, speech, mapping, journals, portfolios, & visual representations. Provide goal settings, checklists, & self reflection.
10. Engagement Provides engagement and interest in personal response & routines. Provides feedback, peer tutoring, & cooperative learning. Provides self management in utilizing charts, mentors, & peers.
11. The Utilization of Technology with UDL “Learning and demonstrating effective uses of technology is itself an important instructional outcome. Technology has permeated all aspects of our economy and culture. Every learner now in school needs a range of literacies that are much broader and more inclusive of our changing culture. Further an understanding of these technologies leads to a greater understanding of the possible non-tech options that can be utilized.” http://www.udlcenter.org/aboutudl/udltechnology
12. Technology within the classroom “When students are using technology as a tool or a support for communicating with others, they are in an active role rather than the passive role of recipient of information transmitted by a teacher, textbook, or broadcast. The student is actively making choices about how to generate, obtain, manipulate, or display information. Technology use allows many more students to be actively thinking about information, making choices, and executing skills than is typical in teacher-led lessons. Moreover, when technology is used as a tool to support students in performing authentic tasks, the students are in the position of defining their goals, making design decisions, and evaluating their progress.” http://www2.ed.gov/pubs/EdReformStudies/EdTech/effectsstudents.html *Blogs *Virtual Field Trips * Wikkis *Online Educational Games *Online Collaborations *I Movie, I Photo, PowerPoint presentations
13. 3 Cast Online tools & Resources http://lessonbuilder.cast.org/ Lessons for educators to meet the guidelines in UDL http://www.cast.org/teachingeverystudent/toolkits/tk_introduction.cfm?tk_id=61 Teaching Tool Kits for UDL. A tool kit to utilize in building lessons and practices to address student needs. http://www.cast.org/teachingeverystudent/toolkits/tk_introduction.cfm?tk_id=41 Digital Content within the classroom. Support, ideas, and direction on how to use digital tools with students. http://www.cast.org/