Success for All Students: Leaving No Child Behind in the Digital
Age
by Cindy L. Richardson, M.Ed.
from TTAC Link Lines
November/December 2002
The classroom of the 21st century is composed of students from
many different cultural, ethnic, and economic backgrounds demonstrating
a wide range of abilities. One of the greatest challenges facing
educators in inclusive classrooms is differentiating and delivering
instruction for students with varied abilities and experiences in
a way that enables all students to succeed in the general curriculum.
While technology and digital resources have made their way into
classrooms, many educators have yet to take full advantage of the
richness of these supports. Often technology is seen as a separate
activity that has been forced upon educators, instead of a universally
designed tool that can catapult student learning and achievement
when effectively integrated into the curriculum.
In the No Child Left Behind legislation, not just availability,
but integrated use of technology in curriculum and instruction is
seen as an essential prerequisite for increasing student achievement.
As noted by drafters of this law, technology can only be an effective
solution to the challenge of student achievement if it is made an
integral part of the learning process. Therefore, a key element
of NCLB is a new educational technology initiative (Enhancing Education
Through Technology). The goals of this initiative are to:
- Improve student academic achievement though the
use of technology in elementary schools and secondary schools.
- Assist students in becoming technologically literate
by the time they finish the eighth grade.
- Ensure that teachers are able to integrate technology
into the curriculum to improve student achievement.
In addition, several components of the NCLB act allow schools to
purchase technology resources to support program goals (www.NoChildLeftBehind.gov/start/facts/21
centtech.html).
Why has technology been identified as a critical component for
ensuring that no child is left behind? Computer or digital technology
is the one universally designed curricular tool that can be customized
to support the needs of a diverse student population. The traditional
curriculum, consisting primarily of textbooks, worksheets, teacher
lectures, and paper-pencil tests, leaves many students unable to
engage with the material. Indicative of a "one size fits all"
philosophy, the rigidity of such an approach almost guarantees that
only a small percentage of students will grasp and apply knowledge
to the extent educators desire using traditional instructional methods
and materials (Rose & Meyer, 2002). Consider, for example, the
number of students with learning disabilities who are forced to
extract meaning from text they cannot read, much less understand,
or students with dysfunctional handwriting or spelling who cannot
begin to compose a simple paragraph. Although accommodations such
as providing notes or reducing work assignments may be helpful at
times, to rely on these supports instead of providing students with
tools that would allow them to engage with the material in a meaningful
and productive way, may prohibit the long term gains we desire.
Assistive technology has made it possible for students whose disabilities
prohibited their participation in or engagement with typical curricular
tasks, such as reading, writing, or oral communication, to engage
with the content and respond in a manner that demonstrates competence.
While these tools have made it possible for many students to be
included in the general curriculum, they are sometimes seen as appropriate
for only the neediest of students. In fact, an ever-growing number
of students identified as being at risk for failure or whose performance
suggests that they are struggling with a curriculum delivered under
the traditional model otherwise are often denied access to such
supports that could ignite and transform productivity. Likewise,
students who are currently using assistive technology as a tool
to access a traditionally delivered curriculum are still unable
to achieve to the extent possible when technology is fully integrated
into the methods and materials used to present information, apply
concepts, and foster student engagement. The concept of a universally
designed curriculum in which technology is not only available, but
is embedded in the instructional methods and materials used to teach
all students, has been the focus of research by the Center for Applied
Special Technology (CAST).
New brain research reveals that the capacity to learn is not inherent,
but rather is determined largely by an exchange between the learners
abilities and the tools and activities in which he or she engages
(Rose & Meyer, 2002). Three unique and interconnected networks
in the brain help the learner recognize patterns and analyze information,
plan and execute strategies, and identify and determine priorities.
The application and effective integration of technology affords
students with disabilities, as well as their non-disabled peers,
opportunities to not only learn essential technology skills valued
by potential employers, but also to access, comprehend, and apply
content knowledge in meaningful ways. A compilation of studies conducted
over the past decade confirm the fact that, when integrated into
the curriculum and coupled with active learning strategies, technology
can have a dramatic impact on student achievement (Moursund, Bielefeldt,
& Underwood, 1997; Stites, 1998).
But how can we effectively integrate technology into the curriculum
when many of our classrooms have only one or two computers available?
The following examples illustrate how the computer, with appropriate
software, can be integrated effectively into the curriculum.
As a Presentation or Teaching Tool: (usually used with a
projection unit such as a TV, overhead, or video projector)
- As a tool to help students visualize abstract
concepts
- As a tool for presenting new information or clarifying
concepts
- As a tool for activating prior knowledge
- As a tool to assess student learning
- As a way of modeling software use
- As a way of learning content-related strategies
- As a way of modeling the art of writing
- As a way of linking with projects (e.g., webquests,
virtual field trips, experts) for project-based or collaborative
learning activities
As a Platform for Small-Group Learning:
- As a tool for exploring concepts (e.g., simulation
of science experiments or mathematical concepts)
- As a link to online reference materials and resources
- As a tool for problem solving and decision making
- As a resource to plan, design, and showcase learning
(project-based assessment)
As a Tool for Individual Student Use:
- As a venue for accessing or engaging with the
curriculum
- As an alternative format for an activity (e.g.,
test, worksheet or experiment)
- As a tool for enrichment
- As a tool for remediation or skills practice
When integrating technology into the universal design of the curriculum,
particularly with limited time and resources, the following ideas
may be helpful to educators:
-
Talk with or observe other educators who are
already experiencing success with integrating technology into
the curriculum.
-
Develop a detailed plan of how the technology
and activity selected will support the identified curricular
objectives.
-
Show one or more examples of what a successfully
completed project might look like before introducing a project
or assignment to students.
-
Model, model, model
Use a single computer
attached to a large-screen projection unit to teach students
every skill they need to know to complete their project successfully.
With the class, complete an assignment from start to finish
to demonstrate effective ways of organizing, developing, and
creating a project.
-
Use cooperative learning strategies while still
maintaining individual accountability.
-
Develop and share with students a timeline for
all project segments so that the project continues to move forward
in a timely manner.
-
Identify offline activities to supplement technology
in the event that it becomes unavailable before or during a
scheduled activity, or when groups have to rotate their use
of the computer.
-
For resource material on the topic of software
selection or integrating technology with project-based learning,
request one of the corresponding Considerations Packets advertised
on the T/TAC William and Mary website (www.wm.edu/ttac).
In recent years, technology has opened the door for many students
with disabilities to enter the general education classroom. However,
its isolated use to assist students in accessing a traditionally
delivered curriculum falls short of achieving the gains possible
when technology is embedded in the learning process and materials
used with all students. The challenges educators face in providing
instruction for a diverse and ever-changing population, coupled
with the increased emphasis on accountability for student achievement,
make technology integration into instructional methods and materials
imperative if we are to comply with the mandate to leave no child
behind.
For more information on integrating technology into the curriculum
of the inclusive classroom, please contact Cindy L. Richardson,
M.Ed., Assistive Technology Specialist, at (757) 221-2374 or e-mail,
cxric2@wm.edu.
References
Moursund, D., Bielefeldt, T., & Underwood, S. (1997). The
road aheadproject based learning. Retrieved September 9, 2002,
from http://www.iste.org/research/roadahead/pbl.html.
Rose, D., & Meyer, A. (2002). Teaching every student in
the digital age: Universal design for learning. Online version.
Retrieved September 12, 2002, from http://www.cast.org/teachingeverystudent/ideas/tes.
Stites, R. (1998). Evaluation of project-based learning. Retrieved
September 9, 2002, from http://pblmm.k12.ca.us/PBLGuide/pblresch.htm.
U.S. Department of Education. (2002). No Child Left Behind.
Retrieved September 9, 2002, from http://www.nochildleftbehind.gov/start/facts/21centtech.html.
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