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  1. Whereas I empathize with Penny’s grave concern over current modalist instructional technology – “modalist” in the sense of privileging one modality, predominantly vision, at the expense of all others – I do not quite share his bleak assessment of future offerings. Following some hopefully inspiring words from historical philosophers of education, I showcase the Quad, a haptic-tactile mechatronic device built by three US-based laboratories collaborating to create modally expansive learning tools for classrooms that are inclusive of sensorially diverse students. While the Quad is “digital” in the familiar computational sense, it is at once “digital” in the corporeal sense of evoking the fingers – it reintroduces mutimodal engagement into mathematics learning. 
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  2. The evolution of Web Speech has increased the ease of development and public availability of auditory description without the use of screen reader software, broadening its exposure to users who may benefit from spoken descriptions. Building off an existing design framework for auditory description of interactive web media, we have designed an optional Voicing feature instantiated in two PhET Interactive Simulations regularly used by students and educators globally. We surveyed over 2000 educators to investigate their perceptions and preferences of the Web Speech-based Voicing feature and its broad appeal and effectiveness for teaching and learning. We find a general approval by educators of the Voicing feature and more moderate statement ratings than expected to the different preset speech levels we presented to them. We find that educators perceive the feature as beneficial both broadly and for specific populations while some acknowledge particular populations for whom it remains ineffective. Lastly, we identify some variance in the perceptions of the feature based on different aspects of the simulation experience. 
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  3. Over the last decade, extensive growth in digital educational content has opened up new opportunities for teaching and learning. Despite such advancements, digital learning experiences often omit one ofour richest and earliest learning modalities - touch. This lack of haptic (touch) interaction creates a growing gap in supporting inclusive, embodied learning experiences digitally. Our research centers on the development ofinclusive learning tools that can flexibly adapt for use in different learning contexts to support learners with a wide range of needs, co-designed with students with disabilities. In this paper, we focus on the development of a tangible device for geometry learning - the Tangible Manipulative for Quadrilaterals (TMQ). We detail the design evolution of the TMQ and present two user studies investigating the affordances o ft h eI M and the user strategies employed when explored in isolation and in tandem with a two-dimensional touchscreen-based rendering ofa quadrilateral. Findings illustrate the affordances of the I M Oo v e r traditional, static media and its ability to serve as an inclusive geometry learning tool. 
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  4. A joint project of design-based educational researchers, mechatronic engineers, and digital accessibility experts has created a new genre of pedagogical technologies — hybrid material–digital multimodal artifacts for collaborative learning of sensorily diverse students in inclusive classrooms. Here we present the Quad, a manipulable quadrilateral hand-held object that is linked in real time to its digital screen-based simulation, whose own transformation, in turn, activates content-oriented voice description and output sonification. Pilot studies with blind and visually-impaired student-participants suggest the Quad’s potential in grounding geometric reasoning, insight, and generalization in exploratory haptic–proprioceptive investigation. In its conception and development, the Quad exemplifies the ethical, philosophical, and theoretical perspectives of its collaborating designers respecting all children’s universal right to access and participate in cultural practices, including techno–scientific activities. As researchers, we harness technological innovations to realize moral obligations and, through that, to promote the study of human perception, action, and cognition. We look forward to mutual growth of our research program along with parallel efforts advancing an Italian project to promote teachers’ pre-service training and professional development surrounding implications of the embodiment turn in the cognitive sciences for school-based instructional practice. 
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  5. Touch is often omitted or viewed as unnecessary in digital learning. Lack of touch feedback limits the accessibility and multimodal capacity of digital educational content. Touchscreens with vibratory, haptic feedback are prevalent, yet this kind of feedback is often under-utilized. This work provides initial investigations into the design, development, and use of vibratory feedback within multimodal, interactive, educational simulations on touchscreen devices by learners with and without visual impairments. The objective of this work is to design and evaluate different haptic paradigms that could support interaction and learning in educational simulations. We investigated the implementation of four haptic paradigms in two physics simulations. Interviews were conducted with eight learners (five sighted learners; three learners with visual impairments) on one simulation and initial results are shared. We discuss the learner outcomes of each paradigm and how they impact design and development moving forward. 
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  6. null (Ed.)
    The Georgia Tech Excel program's Collaborative Design course involves 12 college students with varying degrees of cognitive impairment. This course is meant to support authentic inclusive design and enable equitable access to design language and processes for these as well as other students with impairments which could range from dexterity issues to intellectual developmental disorders or executive functioning issues. This paper primarily focuses on the research that we conducted to design and run a pilot module within the course that focuses on exploring hands-on physical represenations of online physics simulations. 
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  7. null (Ed.)
    Design thinking is an approach to educational curriculum that builds empathy, encourages ideation, and fosters active problem solving through hands-on design projects. Embedding participatory “co-design” into design thinking curriculum offers students agency in finding solutions to real-world design challenges, which may support personal empowerment. An opportunity to explore this prospect arose in the design of sounds for an accessible interactive science-education simulation in the PhET Project. Over the course of three weeks, PhET researchers engaged blind and visually-impaired high-school students in a design thinking curriculum that included the co-design of sounds and auditory interactions for the Balloons and Static Electricity (BASE) sim. By the end of the curriculum, students had iterated through all aspects of design thinking and performed a quantitative evaluation of multiple sound prototypes. Furthermore, the group’s mean self-efficacy rating had increased. We reflect on our curriculum and the choices we made that helped enable the students to become authentic partners in sound design. 
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  8. null (Ed.)
    Auditory description display is verbalized text typically used to describe live, recorded, or graphical displays to support access for people who are blind or visually impaired. Significant prior research has resulted in guidelines for auditory description for non-interactive or minimally interactive contexts. A lack of auditory description for complex interactive environments remains a tremendous barrier to access for people with visual impairments. In this work, we present a systematic design framework for designing auditory description within complex interactive environments. We illustrate how modular descriptions aligned with this framework can result in an interactive storytelling experience constructed through user interactions. This framework has been used in a set of published and widely used interactive science simulations, and in its generalized form could be applied to a variety of contexts. 
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  9. Teaching students with learning disabilities about design thinking can prepare them to be active co-designers of learning tools and resources that will ultimately benefit them and their peers. In this paper, we outline an introductory design thinking activity conducted with students with learning disabilities and share two specific and contrasting student interactions that occurred during the activity. The two interactions highlight how being able to engage in open, respectful, and constructive idea sharing can lead to a more sophisticated and evolved design prototype. Student collaboration observed also provides insight into improved ways to scaffold learners in introductions to design thinking. We share lessons learned and ideas for how to modify this activity to better support a positive introduction to design thinking experience. 
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  10. We present a multimodal physics simulation, including visual and auditory (description, sound effects, and sonification) modalities to support the diverse needs of learners. We describe design challenges and solutions, and findings from final simulation evaluations with learners with and without visual impairments. We also share insights from completing research with members of diverse learner groups (N = 52). This work presents approaches for designing and evaluating accessible interactive simulations for learners with diverse needs. 
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