For students with disabilities, considerations related to the use of technology for learning need to extend beyond the learning sciences. Accessibility means that learners with physical, sensory, and cognitive disabilities can use the digital materials and technologies selected for learning at the same time as other students.
For example:
- Web-based simulations and games are designed from the start to be used by blind students who use screen readers for navigating content, or by students with mobile impairments who may need additional time for interaction and response.
- Videos are captioned for deaf and hard of hearing students, English language learners, or students with learning and attention issues.
- Digital textbooks contain sufficiently high color contrast and the text is logically structured.
When inaccessible materials are selected or created, students with disabilities are at risk of a delay in experiencing a learning opportunity. Fortunately, guidelines and tools are available to support districts in providing accessible digital materials and technologies to all learners in a timely manner.
Resources
Five Things Educators Can Do to Buy Accessible (AEM Center at CAST)
Designing for Accessibility with POUR (AEM Center at CAST)
Best Practices for Communicating Digital Accessibility Requirements in Procurement Policies. and Guidelines (AEM Center at CAST)