multiple modalities. They felt that this should be
controlled by the learner according to their
individual learning preference or impairment. From
this feedback there is great potential to link existing
accessibility features into an inclusive learning tool
that focused on multiple representations and
interactions with media and information. But also it
highlights the relevance of Universal Design for
Learning for older students and the importance of
providing information through multiple modalities.
The rich use scenario successfully conveyed the
wider context of use of how assistive technology
tools and the new prototype idea might support a
learner. Participants engaged and empathised with
the character in the scenario through verbal and
nonverbal agreement as the facilitator read the
scenario. The section of the scenario regarding
memory and learning were particularly relevant to
participants’ own learning experiences.
While participants tried out the physical
controllers using MaKey MaKey they did not build
their own controllers or interfaces. This would be
interesting to have more of a workshop style to the
next panel as proposed in (Rogers et al, 2014). The
ideas and feedback generated by both user panels are
extremely valuable for the design of the next
iteration of the proposed learning tool. The next
design panel will have more of a practical creative
element to try to explore the area of tangible
interaction in more detail.
4 CONCLUSIONS
This interdisciplinary research is an exploration of
the potential of UDL and interaction design to create
inclusive representations of information to support
older adult learners. Previous interviews with older
students revealed that learners have strong
connections and strategies with traditional fixed
learning materials but are also open to trying out
new technologies. A prototype multimodal learning
tool was created and presented to 2 panels of older
students to elicit their feedback and creative ideas
for the next iteration of the design. Feedback from
the group has revealed that there is potential in
linking physical learning strategies and materials to
flexible digital representations of information and to
existing accessibility solutions. The next stage of
this design will continue to involve older students as
co-designers to create a software tool and to explore
more creative ideas in relation to tangible interaction
and learning.
It is also hoped that as this research will
highlight the potential of engaging older students
with technology to support the wider context of their
learning and enable them to overcome barriers due
to age related sensory, physical or cognitive
impairments. Rather than associating older adults,
learning and technology with digital literacy skills
alone, this approach focuses on novel ways to
engage students in lifelong learning supported by
creative and interactive technology.
ACKNOWLEDGMENTS
This research is supported by the Irish Research
Council (www.research.ie). I would also like to
thank all participants for their time, enthusiasm and
valuable input.
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