Experiential Media and Disabilities in Education

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  • Title: Experiential Media and Disabilities in Education: Enabling Learning through Immersive, Interactive, and Customizable Digital Platforms
  • Author(s): John Pavlik
  • Publisher: Common Ground Research Networks
  • Collection: Common Ground Research Networks
  • Series: e-Learning and Innovative Pedagogies
  • Journal Title: Ubiquitous Learning: An International Journal
  • Keywords: Virtual Reality, Immersive, Disabilities
  • Volume: 10
  • Issue: 1
  • Year: 2017
  • ISSN: 1835-9795 (Print)
  • DOI: https://doi.org/10.18848/1835-9795/CGP/v10i01/15-22
  • Citation: Pavlik, John. 2017. "Experiential Media and Disabilities in Education: Enabling Learning through Immersive, Interactive, and Customizable Digital Platforms." Ubiquitous Learning: An International Journal 10 (1): 15-22. doi:10.18848/1835-9795/CGP/v10i01/15-22.
  • Extent: 7 pages

Abstract

Emerging experiential media platforms are enabling persons across a diverse array of disabilities to increasingly engage in customizable, interactive, immersive and multi-sensory globally connected and mobile learning environments. The purpose of this paper is three-fold. First, we seek to outline the nature and parameters of experiential media and their implications for learning for persons across a broad array of disabilities. This articulation of a model of experiential media will builds prior research and lays the foundation for future investigations. Second, as a preliminary framework for testing this experiential media model, we employ a case study methodological approach. The case studies offered are based on an examination of a pilot project examining persons with disabilities who engaged immersive, multi-sensory, and interactive media prototypes. These case studies are re-examined in the context of the recent development of commercially available virtual reality platforms including Google Cardboard, Samsung Gear VR, and the Oculus Rift (Oculus Virtual Reality 2016). Finally, we conclude by offering a framework for assessing the potential effectiveness of emerging experiential media platforms for learning among differently enabled users.