Digital Accessibility: Three Points About The Law Video

Office of Civil Rights LogoThe U.S. Department of Education’s Office for Civil Rights provides a video series on a variety of topics related to digital access in education, including how people with disabilities use technology along with identifying and remediating barriers to access. This six minute video describes the basic principles within two federal civil rights laws relevant to digital accessibility in the educational context: Section 504 of the Rehabilitation Act and Title II of the Americans with Disabilities Act.

 

Student-led Maker Projects to Design and Create More Inclusive and Accessible Experiences

Students in the Spectrum program at J. Michael Lunsford Middle School practiced learning how to make meaningful contributions to the world by participating in a redesign challenge to make educational tools (Assistive Technology) for peers with disabilities. The students visited with peers in a variety of environments including physical education, art, and other classrooms to learn about some of the equipment used to access instruction. They then went to work designing, redesigning, and making resources that would provide alternative ways to participate in the learning experiences. 75 projects were created which were then shared with students, staff, and the community. Staff from the Digital Media and Engagement office were invited to join a few classes to experience students presenting their projects. The collaborative efforts were also featured on the local news. Check out the segment featured at https://www.fox5dc.com/video/1145266

“AT Twister” by Cooke, B., Lisak, C., Bishen, R., and Podugu, T. (2022) is an example of one of the projects. Players are invited to target circles using multiple senses. People need not rely on one sense to play the game. A player can reach for a target based on color, a tactile descriptor (bumpy, soft, round), and/or number of items (three blue circles, five white cotton balls, etc.) making the game more accessible to the varying abilities of potential players.

“AT Twister” by Cooke, B., Lisak, C., Bishen, R., and Podugu, T. (2022) is an example of one of the projects. Players are invited to target circles using multiple senses. People need not rely on one sense to play the game. A player can reach for a target based on color, a tactile descriptor (bumpy, soft, round), and/or number of items (three blue circles, five white cotton balls, etc.) making the game more accessible to the varying abilities of potential players.

Capturing and Converting Equations in Videos and Beyond Using the EquatIO ScreenShot Reader

Learners can capture handwritten equations in videos and other media using the ScreenShot Reader feature of the Google Chrome extension EquatIO and convert them into digital characters. Open a video, like one found on YouTube or in Google Drive. Select the EquatIO extension. When the toolbar opens at the bottom of the screen, select the ScreenShot Reader. Lasso the equation displayed on the screen. EquatIO will take a moment to scan and convert the equation. Once finished, the equation will automatically be read aloud. Using the three dots on the far right, users can choose to copy the converted equation and then paste it into another application, like a Google Doc. The following video is a short demonstration of how to use the ScreenShot Reader function in EquatIO to capture, convert, copy, and then paste an equation. At the time this blog post’s publication, EquatIO is available to every learner in Loudoun County Public Schools.