ABSTRACT

Exploring Digital Technologies for Art-Based Special Education details the use of digital technologies for inclusive art education, and showcases strategies for implementing arts-oriented technologies in primary- and secondary-level special education classrooms. Readers of the book will be presented with up-to-date research on this emerging topic, including chapters on the relation between pedagogical strategies and technological tools, digital animation and inclusivity, and accessibility in the ‘flipped’ art classroom. With contributions from a range of disciplinary angles—including art education, special education, educational philosophy, and educational technology—this book will cover a variety of digital tools for teaching art to students with disabilities, as well as the theoretical underpinnings specific to this interdisciplinary area of education research.

chapter |2 pages

Introduction

section Section I|34 pages

Philosophical Underpinnings and Applications of Digital Arts Media

chapter 1|11 pages

Decentering Normal

chapter 3|9 pages

Froebel Facebook, Mobile Montessori, Virtual Reality Reggio, and Web Waldorf

Digital Resources, Art Education Philosophies, and Inclusive Teaching

section Section II|40 pages

Expanded Curriculum and Accessibility for Special Needs

chapter 4|16 pages

The Educational Implications of Godzilla, Ghosts, and Aliens

Using iPad Animation to Extend Learning Digitally and Expand the Curriculum

chapter 5|10 pages

Hand and Digital Making for All

Where Creative Learning Happens

chapter 6|12 pages

Museums for Everyone

Experiments and Probabilities in Telepresence Robots

section Section III|21 pages

Flipped Digital Classrooms for Special Needs

chapter 7|10 pages

Art Education

Utilizing Technology to Meet the Needs of All

section Section IV|33 pages

Virtual Worlds/Augmented Realities for Addressing Disabilities

chapter 9|11 pages

Precious and Fragile Things

Students’ Digital Stories About Ability/Disability Art on Virtual Worlds

chapter 10|10 pages

Visual Culture Versus Virtual Culture

When Visual Culture Is Created by Virtual World Users

chapter 11|10 pages

The Crayon Doesn’t Do That

Early Childhood and Advanced Technology

section Section V|54 pages

Video and Digital Imagery for Self-Exploration

chapter 12|17 pages

Video Modeling in the Art Classroom

Enhancing the Learning of Students With Autism Spectrum Disorder

chapter 13|10 pages

Vlogging for Pancakes

Using Technology to Practice Understanding Ourselves as Learners