Universal Design Based Learning

utilizing a Web 2.0 Tool


Web 2.0

What is "Universal by Design" and how can we as teachers 

develope lessons using this method to support all of our students?


  • What does "Universal by Design" mean?

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  • ISTE - International Society for Technology in Education

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  • Principles of Universal Design

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  • What is a Web 2.0 tool?

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  • A model of Universal Design and Web 2.0 integration

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  • A Student Example

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  • A Teacher Example

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  • What does a correct mind map look like?

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  • Conclusion

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  • Citations

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What does "Universal by Deign" mean?

According to Northern Arizona University:

"Universal Design (UD) is the design of products and environments to be usable by all people, to the greatest extent possible, without the need for adaptation or specialized design. (n.d.)



The informtaion in this digital booklet supports

ISTE Standard

6. Content knowledge and professional growth

  • a. Engage in continual learning to deepen content and pedagogical knowledge in technology integration and current and emerging technologies necessary to effectively implement the Standards•S and Standards•T

Principles of Universal Design

 Norther Airzona University list the following principles on their webiste here

1. Equitable Use

The design is useful and marketable to people with diverse abilities.

2. Flexibility in Use

The design accommodates a wide range of individual preferences and abilities.

  • Provide choice in methods of use.
  • Accommodate right- or left-handed access and use.
  • Facilitate the user's accuracy and precision.
  • Provide adaptability to the user's pace.

 3. Simple and Intuitive Use

Use of the design is easy to understand, regardless of the user's experience, knowledge, language skills, or current concentration level.

  • Eliminate unnecessary complexity.
  • Be consistent with user expectations and intuition.
  • Accommodate a wide range of literacy and language skills.
  • Arrange information consistent with its importance.
  • Provide effective prompting and feedback during and after task completion.

 4. Perceptible Information

The design communicates necessary information effectively to the user, regardless of ambient conditions or the user's sensory abilities.

  • Use different modes (pictorial, verbal, tactile) for redundant presentation of essential information.
  • Provide adequate contrast between essential information and its surroundings.
  • Maximize "legibility" of essential information.
  • Differentiate elements in ways that can be described (i.e., make it easy to give instructions or directions.
  • Provide compatibility with a variety of techniques or devices used by people with sensory limitations.

 5. Tolerance for Error

The design minimizes hazards and the adverse consequences of accidental or unintended actions.

  •  Arrange elements to minimize hazards and errors: most used elements, most accessible; hazardous elements eliminated, isolated, or shielded.
  • Provide warnings of hazards and errors.
  • Provide fail safe features.

 6. Low Physical Effort

The design can be used efficiently and comfortably and with minimum of fatigue.

  •  Allow user to maintain a neutral body position.
  • Use reasonable operating forces.
  • Minimize repetitive actions.
  • Minimize sustained physical effort.

 7. Size and Space for Approach and Use

Appropriate size and space is provided for approach, reach, manipulation, and use regardless of user's body size, posture, or mobility.



What is a Web 2.0 tool?


It is common knowledge that web 2.0 tools are websites that allow interaction by the user to do more than just point and click. They allow a user to create, modify, and display work in  the same way that a hand tool might be used to build something.



A model of Universal Design and Web 2.0 integration

Jack and the Beanstalk meets the Bubbl.us website.







A correct map doesn't have a certain look or layout except to the designer. Each map is a representation of how the student thinks and creates the map through their own processes. Students can go back, edit and update their map. 

A correct map doesn't have so much of a correct look to it as it does a correct sound to it. A student should be able to ttell you the entire story (respectively) by reviewing the map with you.

Once a student can do this they have all of the tools to succeed in the lesson.



In conclusion start off integrating this web 2.0 tool in small steps. 

  • First play witht the website yourself and become comfortable with it.
  • Then introduce it to your students and demonstrate how it works
  • Let your students explore the website and use the tool
  • Introduce a story or assingment that is easily understood and have them create their first map.
  • Introduce a larger subject and have them work on their own to create their own map
  • Finally have them use their map to tell you about the subject, ask formative questions/direct questioning.
  • Follow up with a summative assessment and watch your students impress you

Northern Arizona University: Universal Design Resource. (n.d.). Retrieved from http://nau.edu/CDAD/Universal-Design/

International Society for Technology in Education. (2007). ISTE standards for students. Retrieved from http://www.iste.org/docs/pdfs/20-14_ISTE_Standards-C_PDF.pdf