Enhancing Accessibility in Learning: A Collaborative Approach
Addressing the broken state of accessibility in learning, this collaborative effort aims to improve education by understanding the learners, refining teaching methods, combating the forgetting curve, and taking immediate action. Key insights include the impact of meaningful content, prior knowledge, and material complexity on learning retention, along with tailored approaches for different age groups.
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Most Accessibility Learning is Broken: Let s Fix it Together Corbb O Connor April 19, 2023
The word educate comes from the Latin educare, which means to bring up or draw forth from not dump into! Kevin E. O Connor, CSP 2
The Forgetting Curve for College Students 100% 90% 80% 70% Percent Remembered 60% 50% 40% 30% 20% 10% 0% -100 1340 2780 4220 5660 7100 8540 9980 11420 Minutes 4
Key Points about Forgetting We forget the majority of what we learn within just a few days Forgetting continues, albeit at a slower rate, in the long term The amount we forget is influenced by whether: The content has meaning to us We have prior knowledge The material is complex 5
Agenda Most Accessibility Learning is Broken: Let s Fix it Together Learning about the learners Maturing our methods Breaking the forgetting curve Taking action today 6
A Quick Note of Thanks Marjie Howie Brent Greyson Michael Ambech 7
The Target Persona Content-creating Leaders Accessibility Novices Measured by Business Searching for a Playbook 9
Learning for Children vs. Adults Topic Motivation Connections Learning style Encoding style Children Curiosity Initial Unknown Sensory Adults Necessity Life experience Developed Semantic 11
Learning is like Painting Priming Prepare learners to receive and process new information Activate relevant prior knowledge and experiences Scaffolding Build strong foundation for adults returning to learning Temporary support/guidance Application Break down tasks Clear instructions and cues Reflection Offer feedback and corrective guidance Modeling the desired outcome 12
Gamification Matters Behavior changes when we enhance recall and motivate new action Immersive and Interactive Agency Challenge with Feedback Competition Adjustable
Micro-learning Reinforcement 100% Personalization Just-in-time learning Learn best when there s an immediate problem to solve Provide information and skills Performance support (job aids like checklists) 90% 80% Percent Remembered 70% 60% 50% 40% 30% 20% 10% 0% -100 1340 2780 4220 5660 7100 8540 9980 11420 Minutes 15
A sitting Supreme Court justice explains to a group of law school students that he will not consider them for a job that involves being a tortoise, because they have failed to shine at a test that measures their ability to be a hare. Gladwell, Malcolm. The Tortoise and the Hare . Revisionist History. Podcast audio. June 27, 2019. 17
Today, Therefore, Consider Assessing the behavior that we wish to observe Adults are selfish and have life experiences Children and adults have unique motivations Learning is like painting a wall: prime, scaffold, apply, and reflect Gamification isn t just for fun They ll forget 70% of what you said within a week 18
Stay in Touch! Corbb O Connor Director of Accessibility Advocacy www.linkedin.com/in/corbb Corbb.Oconnor@LevelAccess.com 19