Assistive technology and technological integration and advances are a noteworthy and positive blueprint for students who suffer from trauma.
Reading/Writing software that can be utilized on personal computers, such as Kurzweil or Microsoft Read/Write can help students affected by trauma by providing another medium for task completion, and have been recognized as effective tools to accommodate learners who find traditional pen-and-paper schoolwork too stressful.
Technological integration and design being weaved into curriculum can allow for the constant, course/semester long implementation of specific modifications needed for accommodation
Technological course design, if made with user-friendly and accommodated intent in mind, is not just beneficial for students who suffer from trauma or disabilities, but beneficial for all learners as by design, the courses and material will be built from the ground up with accomodation for learning needs in mind (adhering to the theories of Universal Design of Learning)
Various apps can link trauma sufferers in an instant to local mental health services, on-site resources and emergency lines, or educational assistants
Many studies are suggesting the use of virtual reality exposure based theraphy (VR-EBT) as a form of therapy to help assess the imapcts of trauma. Virtual realithy theraphy is being used to assist military personnel post-combat dealing with PTSD or traumatic symtomns. There have been many proven benefits and continued testing in this area of study. VR offers the potential to provide complex simulations for the human experience and allow the brain to be placed in simulations and understand how it reacts when viewing the simulated trauma. With the emergence of VR technologies within gaming and the high statistical usage of those devices by children, having them used in accordance with a medical practioner may serve to benefit children suffering from trauma.
VR can prove to be a good solution for boys or indidivudals who are experiencing trauma or have experienced a traumatic event. VR enviornments can allow the individual to have controlled exposure to events and due to its flexbility can serve to be useful tool in aiding recovery or healing from trauma. Sometimes over exposure or re-exposure may prove to be dangerous or concerning, so this type of therapy must only be conducted by professional trauma-informed practioners.
Studies with children who experienced an earthquake and suffered PTSD experiences as a result of this event. VR-EBT programs did foster reslience within the children and served to be a beneficial tool in helping aid and provide a means of recovery or support. If VR can be used to foster reliancy early in children at different stages of development prior to even being impacted by a traumatic event. Research is still needed in this feid, however proves to be promising as there is a ngreat need in this field due to the diverse ranges of trauma end experiences children endure.
Video games and gamification can be used to teach reslience within children. Teaching children afflicted by trauma resliency can be a valuable tool and skill to allow them to overcome their trauma. The use of gamification and video game simulated enviorments can provide an outlet to teach boys the tools needed to be successful when facing trauma.
Statistically boys tend to play more video games than females, despite the increasing numbers of females that are playing games.
A great way to engage male students is through challenges and allowing them to learn how to overcome failures.
Classroom enviornments that welcome students to make mistakes in a safe manner can be a great way to foster reslience within learners.
Games can build reslience within boys and can provide a much needed tool in being successful when dealing with trauma.
Botella, C., Serrano, B., Baños, R. M., & Garcia-Palacios, A. (2015). Virtual reality exposure-based therapy for the treatment of post-traumatic stress disorder: a review of its efficacy, the adequacy of the treatment protocol, and its acceptability. Neuropsychiatric disease and treatment, 11, 2533.
McComas, J., Pivik, P., & Laflamme, M. (1998). Current uses of virtual reality for children with disabilities. Studies in health technology and informatics, 161-169.