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Universal Design for Learning
Associate Editor Column
David Rose


With Anne Meyer, Ed.D.

We are delighted to introduce a special forum of JSET that will be devoted to Universal Design for Learning (UDL). We applaud the editors of JSET for their foresight in focusing attention on this new approach within our field. We look forward to this ongoing forum as an opportunity to solidify the foundations of Universal Design for Learning, to publish research and examples that will stimulate its growth, and to air criticisms to sharpen and correct its direction.

Although the general approach called Universal Design, first applied in architecture, is now over a decade old, application of the concept to education is new. Therefore we provide a brief introduction to the field of Universal Design, describe how the same core concepts can be applied to information technologies, and explain the Center for Applied Special Technology's (CAST) concept of Universal Design for Learning (UDL) which differentiates access to information from the process of learning. This column lays the groundwork for further articles addressing core concepts of UDL and the application of UDL in curriculum design and classroom practice. A fuller presentation of these issues can be found in our forthcoming book, tentatively entitled: Universal Design for Learning: Mind Media and Instructional Design, and on the CAST web site at www.cast.org.

The Concept of Universal Design
Universal Design in architecture emerged from the access needs of people with disabilities. For example, stairs into and within buildings provide access to many but form barriers for individuals mobile in wheelchairs. The traditional solution was to add ramps and elevators after the building had been completed in an inaccessible fashion. Two factors contributed to the birth of Universal Design: the usefulness of these alternatives for the population as a whole, and the problems caused by retrofitting buildings.

Ramps, elevators, curb cuts and the like, initially installed to accommodate people with disabilities, proved useful for the population as a whole. People with strollers or shopping carts, luggage, bicycles and skateboards all benefited from alternatives to stairs and curbs.
Retrofitting buildings increased access for all, but also created many new problems. The additions were frequently positioned ineffectively or inconveniently, were aesthetically disastrous, and cost an exorbitant amount of money.

In the field of architecture a movement grew around the idea of designing buildings from the outset to be accessible to everyone. That movement, named by Ron Mace, became known as "Universal Design". Architects practicing Universal Design create structures that from the outset accommodate the widest spectrum of users, including those with disabilities. In universal-designed environments, adaptability is subtle and integrated into the design. Designing for the divergent needs of special populations increases usability for everyone. Because universal-designed buildings were superior to retrofitted buildings functionally, aesthetically, and economically, schools of architecture began including courses on Universal Design and the movement spread to commercial products, landscape design, transportation, and many other fields. Universal Design does not imply "one size fits all" but rather acknowledges the need for alternatives to suit many different people's needs.

Universal Design Applied to Education
In the early 90's educators at CAST began to recognize that learning materials such as books were analogous to stairs. For many learners, printed books provide access to the knowledge of our culture, but for students with physical, sensory, and cognitive disabilities, among others, books present insurmountable barriers. Print presents information one way for everyone, yet students' varied learning needs and styles call for alternative formats. For example, a bright student with dyslexia may be capable of understanding history and science concepts but his inability to decode words prevents him from learning these concepts from printed books. A student with a visual impairment who cannot see standard sized text is excluded from examining the concepts that are cognitively accessible to her.

Assistive technologies existed that improved access to the content of books, but, like retrofitted ramps in buildings, these technologies were expensive, awkward to use, and they isolated learners from their peers. For example, video enlargers enable learners to enlarge the text in a printed book, but they are expensive and cumbersome to carry around.

With the advent of digitizing tools and multimedia and hypermedia software, it became possible to explore electronic alternatives to printed books with "built in" means of access to address varied learners' needs. In the late 1980's and early 1990's CAST developed electronic books and book templates with built-in options that could be turned on and off, such as text-to-speech, scanning of controls for use with a single switch, and speak-aloud controls. These options increased access for students with learning, physical, or sensory disabilities but did not get in the way of learners who did not wish to use them. These designs were published in 1992 as "Gateway Stories" and "Gateway Authoring System" by Don Johnston Developmental Equipment, providing accessible versions of children's books and a template for teachers, parents, and students to create their own accessible stories. Soon it became apparent that electronic books with options for students with disabilities offered useful features for all learners. Teachers in our research classrooms reported that students with disabilities using the Gateway software were commonly surrounded by other students who liked these electronic books and seemed to learn from them.

These insights led CAST to design prototypes for electronic books that could support all students in learning to read and write. We sought to distribute these new kinds of books through mainstream education channels so that they would become a part of regular classrooms rather than being oriented to special learners. We presented one of these prototypes to Scholastic, with whom we then worked collaboratively for the next two years to design "Wiggleworks™," an early literacy program in print and on CD-ROM. "Wiggleworks™," designed and marketed successfully as a mainstream literacy program, contains built-in features that make it accessible to students with physical, sensory, and learning disabilities.

In the midst of CAST's work on "WiggleWorks ™" with Scholastic, an architect on our board listened to what we were doing and brought us to a conference for architects in Boston. There she introduced us to Ron Mace, the architect who coined the term "Universal Design." We saw the parallels between our work with curriculum materials and the concepts of Universal Design in architecture: (a) building alternative access in from the beginning of the design is more functional, integrated, and economical than retrofitting; and (b) built-in alternatives prove to be valuable to the population at large.

At this stage, we embraced the concept of Universal Design and began applying it to the design of learning materials, methods, and assessment. Because access to information and access to learning are different in character and present different challenges, we created the term "Universal Design for Learning" to differentiate learning from access.

Universal Design for Learning
There is a very important difference between Universal Design as it is applied in architecture and product design, and Universal Design for Learning. Non-educators often make the mistake of equating "access to information" with "access to learning." In so doing, they assume that the goal of universal design in education is achieved by creating materials in which information is more accessible. But increasing access can actually decrease or eliminate a learning opportunity. For example, having electronic text where the computer can read all of the words aloud is a powerful way of making the text more accessible. But if the goal is to teach a dyslexic child how to decode unfamiliar words, such accessibility may be counter-productive. On the other hand, if the goal is to learn science concepts, having the computer read the text aloud could enhance the learning opportunity for a student with dyslexia.

The difference is in the goals. The professional mover aims to move heavy objects with the least investment of effort and the greatest efficiency. Hence, he uses a dolly or an electronic lift. The athlete in training aims to build muscle. Hence she supports the muscles not being trained and lifts heavy weights with the target muscles. The learner more resembles the athlete than the professional mover. Education is an exercise in constructing knowledge and skills. It requires a careful balance of support and resistance. Thus Universal Design for access provides the greatest amount of support possible at all times, while Universal Design for Learning requires careful attention to the goals of any given learning experience so that a balance of challenge and support can maximize the learning opportunity.
In fact, teachers practicing Universal Design for Learning find themselves questioning the way in which they conceptualize and articulate assignments. Is the goal to write a story, or to create a narrative? Is the instruction to write your name on the paper or to identify your work? As in other applications of Universal Design, well-executed UDL engenders constructive re-evaluation and reformulation that ultimately benefits all learners.

What we mean by learning, then, is not merely that children have access to materials and information. What we mean is that children have access to the learning itself, that they experience changes in their knowledge and skills and that they grow in their capacity to learn more. Such an emphasis causes us to focus on the goals of the curriculum rather than its contents. What is it that we are aiming to teach? Do we want students to know and recall the causes of the U.S. Civil War, or do we want them to know how to evaluate cause and effect through studying historical documents. Either might be the goal, but articulating the goal carefully is essential for successful implementation of UDL. Only with a clear concept of the goal do we know what aspects of a learning task can be varied to support learner differences, and which aspects of the task must be held constant.

What do we mean by Universal?
The word "universal," used in the context of Universal Design for Learning, is sometimes misunderstood. To many people the term seems to imply that UDL is a quest for a single, one size-fits-all, solution that will work for everyone. In fact, the very opposite is true. The essence of UDL is flexibility and the inclusion of alternatives to adapt to the myriad variations in learner needs, styles, and preferences.

One basic premise of UDL is that a curriculum should include alternatives that make the learning in it accessible and applicable to students with different backgrounds, learning styles, abilities, and disabilities. The "universal" in Universal Design for Learning does not imply a single solution for everyone, but rather it underscores the need for inherently flexible, customizable content, assignments, and activities. Flexibility is essential for two reasons: (a) individual differences between learners and (b) differences between instructional media.
Individual Differences. Research in the neural and cognitive sciences has increasingly stressed the multiplicity of influences, which make up our human capacity. Study of the brain, the organ that we learn with, reveals it to be an organ that is a collection of many specialized components. It is not one universal or general-purpose learning device but rather a toolbox filled with many different kinds of neural learning tools, each devoted to a specific purpose.
Individual differences among learners reflect that specialization. That is, individuals differ from one another not just along some universal continuum (like IQ) but they differ from one another along many dimensions of specialization in the brain. Whereas psychologists used to assess the differences between individuals on the basis of a single dimension such as IQ, it is more common now to understand individual differences in terms of composites of specialized skills and abilities (e.g. Howard Gardner's work) or "many kinds of minds" (Levine). When we focus on categorical differences between learners such as "disabled/non-disabled" or "gifted/not gifted," we miss the many differences between learners within a category and the many similarities between learners across categories. UDL assumes that every learner is an individual with individual needs, interests, strengths, and limitations.

UDL achieves the goal of meeting individual needs by providing alternatives, not by seeking a single solution for all. Providing both stairs and ramps is preferable to trying to invent a single method of entry that works for all people at all times. Alternatives offer increased access for those who need it and also offer opportunities for everyone to choose according to circumstances. Sometimes we prefer to use the stairs (e.g., to keep in shape, to avoid waiting for the elevator) and sometimes we prefer to use the elevator such as for very long vertical climbs or for carrying a lot of luggage.

Media Differences. There is no universal medium of instruction. Different media present different challenges, different demands on the learner, and different strengths in conveying different kinds of meaning. Consequently, the "universal" in UDL refers to a selection of alternative media and also the capacity to transform content from one medium to another. These options accommodate several kinds of media, chosen as appropriate to the task and to the learner rather than to any assumption about the pre-eminence of one medium or another.
Only through a process of design that recognizes the differentiated strengths and weaknesses of both students and media can we hope to create learning contexts and materials that are flexible enough to accommodate all learners. Alternatives, and the flexibility for transforming the way material is presented and the way students respond, are central to UDL. The "universal" in UDL implies not one method or medium for all students but multiple methods and media to achieve one goal ­ success ­ for all students.

How UDL Addresses Learner Differences
Applying universal design to learning materials and activities can increase access for learners with wide disparities in their abilities to see, hear, speak, move, read, write, understand English, attend, organize, focus, engage, and remember. For example, history texts provided in standard print formats are inaccessible to students who are blind and present barriers to students who are dyslexic or for whom English is a second language. The same material in universal-designed electronic format can offer options for different learners. It can be (a) read aloud by a computer or screen reader, (b) printed on a Braille printer, (c) offered in spoken or written translation, (d) presented with highlighted main points and organizational supports, and (e) include hyperlinks to definitions, elaborations, and related media for more in-depth understanding. These options, in some cases critical for students with disabilities, also offer new learning opportunities for students with a range of learning needs, interests, and abilities.

The role of technology in Universal Design for Learning
Although UDL would be theoretically possible using traditional materials, it is not practically feasible. Offering the varied content, tools, options for expression, and media to provide the necessary alternatives would consume more space, cost more, and require more logistical management than most schools could afford. Consequently, UDL involves the use of digital multimedia technologies. Two characteristics of digital multimedia make it ideally supportive of UDL; its versatility and its flexibility.

Versatility. With appropriate software, a computer can emulate a textbook, an audio CD player, a video game, a phone, a VCR, a spreadsheet, a drafting table, an editing studio, or even a battlefield. Through a computer we can control and combine many of these separate tools to create hybrids of great power. Books that talk, a database that dials the phone, or a video with an audio and a text track are all possible.

Flexibility. Teachers know that students vary in the strengths and limitations of their sensory, motor, motivational, and emotional makeup, their amount of exposure to literacy, their languages and cultural backgrounds, and their preferred learning styles. Unlike print, where one size is supposed to fit all, digital media are malleable and can be adjusted for different learners.

Digital multimedia are not, however, inherently UDL. Multimedia can be just as inaccessible as printed textbooks. Computer learning games, for example, are usually highly inaccessible to many students; the images are inaccessible to blind students, the aural prompts and feedback are inaccessible to deaf students, the text-based explanations are inaccessible to students with dyslexia, and so on. All of these barriers are easily avoidable with proper design of the software. The inherent flexibility of multimedia creates an opportunity for UDL, but only proper design can make it a reality.

Universal Design and Assistive Technology
Because Universal Design for Learning utilizes the power of digital technology, the term is sometimes confused with assistive technology. How do they differ?

Assistive technology is designed to help individual students access the mainstream curriculum. Under most circumstances, the assistive technology is necessary because the mainstream curriculum is inflexible and inaccessible to that student without it. In the assistive technology model, the curriculum itself doesn't change, but the student uses a tool to help him/her access the curriculum.

A video enlarger is an example of an assistive technology that can make a textbook more accessible to a student who has low vision. By placing any traditional book or text in the enlarger, the print can be magnified optically. Note that the enlarger is not a part of the curriculum, it is a device used by an individual student to overcome a barrier inherent in the curriculum's original design. A UDL curriculum, on the other hand, would include a digital version of the textbook from the publisher that could be used by any student. The font and image size of that version could easily be varied to meet individual preferences of any student, or the text could be read aloud by the computer as an additional scaffold. No additional tools are needed. With UDL, the curriculum itself is flexible and customizable with scaffolds already built in.

Other examples of assistive technologies are (a) alternative keyboards, (b) motorized wheelchairs, (c) adaptive switches, (d) Braille typewriters, (e) hearing aids, (f) pencil grips, and (g) picture boards. The focus of these assistive technologies is the individual student with a disability; the focus of UDL is the classroom curriculum with all of its intended students.
Will UDL replace assistive technology? No. Assistive technologies will always have a role in the education of some learners. Children with physical disabilities need properly designed wheelchairs, adaptive switches to control devices, or speech synthesizers. UDL will not eliminate the need for such devices. But such devices will be used for the same reasons we use eyeglasses; that is, to enhance our abilities rather than to compensate for inadequately designed learning materials.

Exclusive emphasis on assistive technologies places the burden of adaptation on the learner, not the curriculum. The idea that students must procure or "be prescribed" special individual tools whenever they cannot use standard curriculum undermines learning for everyone. Exclusively print-based tools and methods, uncaptioned videos and software, undescribed images and posters, all create a culture of failure for many of our children. As Universal Design for Learning becomes viable and pervasive, assistive technology will no longer be required to make up for inadequacies in curriculum.
Conclusion

JSET provides an exciting context for exploring the relationships between special education technologies and Universal Design for Learning. In the boundaries and overlaps between these complementary approaches to using technology, we will ultimately find the solutions that our students, all of them, will need.

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