Week |
Subject |
Related Preparation |
1) |
Orientation |
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2) |
AT Overview: Laws and Continuum
Role of AT in the Classroom
Definition of AT, areas of application identified, overview of the AT Act of 2004 |
Ch. 1 pp.2-20 (Beard, Carpenter & Johnston) |
3) |
Universal Design (UD)
Accessibility
Universal Design for Learning (UDL) |
Ch. 1 pp. xi-11 (CEC) |
4) |
Content Area AT & UDL
UD & UDL Relationship |
Ch. 3 pp.21-40 (CEC)
Ch. 4 pp.41-50 (CEC) |
5) |
AT Evaluation
Exploration of major tools and frameworks used in AT assessments |
Ch. 3 pp. 32-51 (Beard, Carpenter & Johnston) |
6) |
IEP
Present Levels of Academic Achievement & Functional Performance; Goals & Objectives |
Standards-Based IEPs Goal Development http://ilearning.esc20.net |
7) |
AT & Autism |
The Horse Boy: Film & Discussion |
8) |
AT for the Young Child
Discuss and demonstrate “low tech” assistive technology solutions
Using Microsoft Office in Inclusion
Computer Output Considerations
Identification of screen and speech output methods
Options and positioning considerations for the computer screen |
Ch. 4 pp. 52-69 (Beard, Carpenter & Johnston) |
9) |
AT for High Incidence Disabilities
Authoring Tools for Writing
Authoring Tools for Keyboard Alternatives
Authoring Tools for Mouse Alternatives
Explore visual learning to organize information
Explore picture communication symbols
Explore text to voice software |
Ch. 5 pp. 70-85 (Beard, Carpenter & Johnston) |
10) |
AT: Positioning & Mobility
AT Device Exhibition – Guest Speaker |
Ch. 6 pp. 86-101 (Beard, Carpenter & Johnston) |
11) |
AT for Communication
Introduction to Augmentative Communication
Switches, battery interrupters and toys
Talking photo albums and frames |
Ch. 7 pp. 102-122 (Beard, Carpenter & Johnston) |
12) |
AT: Sensory Impairments
Assistive Technology for Communication
Technology for alternative and augmentative communication
Low/High-tech solutions for children with disabilities |
Ch. 8 pp. 124-149 (Beard, Carpenter & Johnston) |
13) |
AT for Distance Learning
Web Accessibility |
Ch. 10 pp. 172-186 (Beard, Carpenter & Johnston) |
14) |
AT Observation Presentations |
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|
Program Outcomes |
Level of Contribution |
1) |
Comprehend the conceptual importance of the game in the field of communication, ability to implement the player centered application to provide design. |
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2) |
Analyze, synthesize, and evaluate information and ideas from various perspectives. |
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3) |
Analyze the key elements that make up specific game genres, forms of interactions, mode of narratives and understand how they are employed effectively to create a successful game. |
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4) |
Understand game design theories and methods as well as implement them during game development; to make enjoyable, attractive, instructional and immersive according to the target audience. |
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5) |
Understand the technology and computational principles involved in developing games and master the use of game engines. |
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6) |
Understand the process of creation and use of 2D and 3D assets and animation for video games. |
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7) |
Understand and master the theories and methodologies of understanding and measuring player experience and utilize them during game development process. |
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8) |
Comprehend and master how ideas, concepts and topics are conveyed via games followed by the utilization of these aspects during the development process. |
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9) |
Manage the game design and development process employing complete documentation; following the full game production pipeline via documentation. |
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10) |
Understand and employ the structure and work modes of game development teams; comprehend the responsibilities of team members and collaborations between them while utilizing this knowledge in practice. |
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11) |
Understand the process of game publishing within industry standards besides development and utilize this knowledge practice. |
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12) |
Pitching a video game to developers, publishers, and players; mastering the art of effectively communicating and marketing the features and commercial potential of new ideas, concepts or games. |
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