What is web accessibility in learning?

Web accessibility means that people with disabilities can perceive, understand, navigate, and interact with the Web, and that they can contribute to the Web.” (W3C, 2005).

The W3C includes the following types of disabilities in its consideration of designing for accessibility: Visual disability,

  • Hearing Impairment
  • Physical (motor) Disability
  • Speech Disability
  • Cognitive and Neurological Disability (including learning disability and seizure disorders, for example), multiple disabilities, and aging-related conditions (W3C, 2005).

The Development efforts for accessible Learning Products should focus on these low-incidence disabilities.

The four accessibility features described below comprise the foundation of the Web Content Accessibility Guidelines 2.0 AA. Ideally, a learning product design should include these features to provide a complete experience for students with vision impairments.

  1. Users can navigate the content using only the keyboard. Users of mobile devices can navigate using the touch screen in screen-reader-mode.
  2. The content and structure can be understood by a person using a screen reader like NVDA, JAWS, iOS Voiceover, Android Talkback and Chromevox on Chromebooks.
  3. Text equivalents for all non-text media. This includes captions for video, audio transcripts, and alternative descriptions for images, animations, and videos.
  4. All visual presentations follow the WCAG 2.0 AA visual guidelines.

Here are some examples of accessible content created by Magic Software:

Color Contrast

http://magicwebs.magicsw.com/seg/DLOSamples/Mathematics2/index.html

Drag and Drop, Access Keys

https://dev.opera.com/articles/accessible-drag-and-drop/example.html

Access Keys, Closed Captioning  

http://accessiblewebsitedesignexamples.com/accessible-gallery.php#content

Video Captioning

http://magicwebs.magicsw.com/seg/accessibilitysamples/videos/5_6_1_am1/5_6_1_am1.html

Transformation in Education

Over the past few years, teaching and learning have changed drastically. Whereas, earlier the method was of learning only what the teacher taught with the help of textbooks. The revolution of change has come about with the evolution of the internet and innovations to support digital learning with the help of interactive content. Now, not only can you study on your computer, you can study or your tablet, and even your phone.

education image

The trend now is to study everything online and find various course materials to support that learning. One can’t make do with just the use of textbooks, and multiple teaching materials are required to study. They are getting more involved with interactive content development to make content crisp, simple and interactive. Interactive content development helps in the accessibility of content, by choosing the format the learner wants to use.  The learner can choose to watch a video, read about the subject, and even perform an experiment online rather than having to go to a physical lab. Virtual Labs are the new wave in learning and are being used widely.

One can decide to make almost any kind of content interactive, in any language or subject. Interactivity is the key to effective learning.

 

eLearning is instrumental in the process of education

Today eLearning is playing a major role in education.  There are many players in the education sector who are using blended learning, which entails print and online courses for effective learning. They have adopted interactive content development to make courses resonate with a broad range of audiences.

INTERACTIVE-LEARNING-CONTENT-SERVICES

Interactive content development enables learners to interact with data and draw meaningful conclusions. It encapsulates multiple learning mediums such as games, assessments, diagrams that enable the learner to engage with the content on-the-go.

As a content developer, you need to develop courses that are meet the end results of information absorption. Each course should be divided in difficulty levels followed by assessments, and some interactive learning, which keeps the students engaged. The courses and assessments should be followed by case studies that the students can relate to. The learner should feel confident in advancing to the next level once they have completed a chapter or a module. Assessments, self-evaluation, and feedback in online courses are strong pillars in learning and development. Self-evaluation and self-analysis are the best ways to make learners realize their strengths.

Thus, interactive content development is instrumental in eLearning and helps the student understand better.

Digital publishing platforms for rapid deployment of content

Today e-learning has redefined the knowledge and skill attainment landscape. Advanced educational technology and tools like digital publishing platforms are providing both content developers and learners a flexible, engaging and effective educational experience.

One of the greatest benefits educational tools like digital publishing platforms provide is the deployment of content rapidly. Rather than waiting for the training material to be printed, you can simply create, upload and distribute your content rapidly. They can break down the content into smaller modules in order to make it more engaging to the users.

Digital publishing platforms allow users to access information anywhere, anytime. As a user, you can revisit learning modules as many times you want to clarify doubts and fully grasp its objectives. They give you an opportunity to fully absorb the information at your pace and then move to the next module.  Today many content publishers, authors and content providers are using these platforms to create, sell, manage and deliver their digital content.

Content providers can use these tools to convert their traditional content into digital format with text, images, animation, videos, simulations and assessments. They don’t have to worry about the storage of physical workbooks or replacement cost of lost workbooks.

Decoding Accessibility in the Education Apps

Promoting and instating accessibility has recently been a matter of concern for every educational institution across the US. As per the Americans with Disabilities Act (ADA), school campuses and classrooms must be wheelchair-accessible to facilitate the differently-abled, which includes ramps, reserved parking, and elevators in multi-story school buildings. Additionally, school toilets should be wheelchair accessible with a lowered sink, and lunchrooms must have wheelchair accessible tables all throughout the US.

decoding-accessibility

Accessibility is not only confined to aiding differently-abled students with reduced mobility; it also refers to the design of products, devices, and services, which help create a conducive environment for the differently-abled.

Some of these regulations are as follow:

Individuals with Disabilities Education Act – IDEA

Under the Individuals with Disabilities Education Act (IDEA), publicly funded schools are obligated to properly accommodate differently-abled students, so that they can have an equal level of participation in the educational environment. Introduced in 1975, this act intends to ensure that the differently-abled students get free of cost, public access to the same level of education as others.

Nowadays, schools are advised to incorporate the braille versions of textbooks, helping visually-challenged students to read and understand content in a much better fashion. As digital consumption in school is increasing, all software vendors are expected to incorporate features that would help differently abled students. For instance, eBook apps are expected to be compatible with screen readers. Screen readers are software programs that help visually-impaired students for whom it’s difficult to read text displayed on the computer screen. This software is equipped with a speech synthesizer or braille display. Its interface performs multiple functions, such as locating the cursor, reading a word, line or the whole text on a screen, locating text in a certain color, and so on. Software like JAWS and NVDA are some examples of screen readers that convert text and components of an operating system into synthesized speech. The output is produced in forms of speech. IDEA ensures that an electronic, screen-reader friendly version of a textbook is always available, in case a visually-challenged student is unable to read the physical copy of the same.

Similarly, if a video is shown in a class of hearing-impaired students, IDEA dictates that visual aid like closed captions should be provided for the differently-abled audience.

Web Content Accessibility Guideline – WCAG

Since the usage of technology has multiplied with time, various schools are now required to make electronic information technology (EIT) accessible to every student. As per the Web Content Accessibility Guideline (WCAG) 2.0, following are the attributes that educational technology companies should know about to implement accessibility in their content and products:

  • Perceivable: Creating content in a manner that it can be presented in different ways without losing meaning; visually challenged students are able to receive information via touch and hearing-impaired students must be able to receive the same through sound. It also means providing text alternatives for non-text content and captions for multimedia. Example: JAWS and NVDA.
  • Operable: Making hardware and software more user-friendly and accessible to the differently-abled that would help them navigate and find content for their educational purposes. Functions that are generally triggered through mouse or gesture should also be available via a keyboard. Eye-controlled computers such as the MyTobii P10 are being developed to enable kids with severe disabilities to use the computer seamlessly. The computer tracks the eye movements and interprets the commands.
  • Understandable:The information and operation of the user interface should be readable and understandable. Additionally, the interface should help users avoid and correct mistakes. An app called Gesture Search helps kids with paralysis or partial limbs to write by recognizing the first letter that one draws. It is helpful while navigating through contacts, apps, and numerous other functions.
  • Robust: Developing an interface that is highly compatible with current as well as future user tools Any software that is meant to assist differently abled students should be available on all the platforms including iPads, e-Readers, and other devices.

5 ED Tech Trends in 2017

With a greater focus on technology in the field of education, the future of learning and teaching is based on continuous innovation. Taking a hint from 2016, here are the top 5 education tech trends to look out for in 2017:

Learning Analytics

With the abundance of data available to us, the insightfulness of this data becomes important as well. The key to learning analytics is to measure a student’s understanding of the topic and finding the areas where help is needed. Using data to trace the growth and proficiency of learners is already a mainstay in many classrooms, and will continue to be a key differentiator that ensures the success of online content.

5-ed-tech-trends-bg-1

Virtual Reality

By enabling a user to experience situations and concepts that are almost impossible to encounter in real life, virtual reality brings a global experience into the classroom. Students can be taken back to where events they’re learning about had occurred in the first place, and experience those episodes unfurl before them. Virtual field trips to places that are far-off, or dangerous can also be organized to enhance the learning experience of students.  The quantity and quality of VR/AR content continues to improve exponentially as more firms embrace its capabilities.

Gamification

Non-traditional methods of learning are certain to be cemented this year. As institutions try to maximize engagement in the classroom through the interactive representation of existing content available with them, gaming seems to be one of the key solutions. Gaming not only turns routine exercises into a creative activity, but also pushes students to improve their performance by bringing in a sense of competition. 2016 saw some big gaming titles being used in classrooms to teach students a number of lessons. Although most of these endeavours were treated as an experiment, gaming is expected to become an increasingly integral part of the classroom learning process.

Video-Based Learning

The use of videos in learning is undoubtedly beneficial for both students and educators. While the trend of watching videos to learn has passed long ago, 2016 was the year when a lot of people were seen producing and sharing videos. From live streams of conferences and recording of lectures, videos have become an integral part of the learners’ lives. 2017 is expected to see purposeful apps being designed to cater to assignments and discussions via the medium of videos.

Blended Learning

In order to improve the efficiency of educators’ teaching styles and the learning capacity of the users, blended learning seems to be the most appealing option. By combining traditional classroom methods with online digital media, there is greater focus on the individual needs of a student, who can control his progress in the presence of the educator.

The education industry seems to be on its way to successfully making digital transformation a reality, and 2017 promises to be a significant year in that respect. The use of modern technology promises a more holistic learning experience, and, as a result, enhanced student outcomes.

Resource : http://www.magicsw.com/5-ed-tech-trends-in-2017

ARs and VRs – A Learner’s Journey from Information to Experience

To meet the needs of Gen-Z learners, it’s time to move away from rote learning concepts and practice a more interactive and participatory learning method that uses immersive techniques. Some forms of Interactive Learning Content like Augmented Reality and Virtual Reality allow students and teachers to expand the physical world. While AR mixes the real and digital worlds, it’s a simple overlay of computer generated information, images and 3d content into a seamless visual experience, VR is a perception of being physically present in a non-physical world.  It is done by surrounding the learner with an environment, sound and other stimuli that provide a complete environment of imagination and interaction to increase engagement.

Augmented-Reality-eLearning-future

The advancement of these types of digital learning content can result in pedagogical effectiveness of the collaborative and experiential learning process. Motivation is a critical factor influencing the success and satisfaction of the learner. AR and VR technologies combine virtual and real worlds to give users a great visual experience, develop their creativity and sustain their motivation to perform better. The user feels accountable for his/her success and failure.

The scope is vast for this technology to be effectively used in transforming the way learners learn especially in subjects ranging from geography and history to art and craft. AR and VR aid experiential learning in many ways through reinforcing concepts and promoting total engagement in the learning process. Moreover, such technologies facilitate higher learning retention, for longer periods, and take students on a path of discovery wherein they apply the learning to their real life world.

A perfect example of using these immersive technologies in learning is in the field of medicine and more specifically Anatomy. Imagine a scenario where the students are learning to perform surgery through AR rather than learning through actual dissections. This not just allows students to learn by making mistakes but also saves significant amount of money in the practical approach. Prototypes and physical models are both extremely expensive and all types are not easy to procure. AR is the way forward here.

Another exciting area is in art and craft. Kids get excited to see their sketches come to life. Multiple AR based coloring apps are available, which use their own special coloring pages that become animated 3D characters in an interactive tabletop world.

AR and VR are currently trending in EdTech and the industry is experimenting with its optimum usage for K-12 and Higher Ed. Bett 2017– one of the biggest EdTech events in London will focus on AR and is hosting seminars for the same.

Many K-12 publishers today are not hesitant to invest in content and technology incorporating both AR and VR to meet the demands of schools and keep pace with the competition. Magic Software partners with global publishers to create immersive interactive content development for GenZ learners.AR and VR are here to stay. Are you ready with it?