The UDL Guidelines are a tool used in the implementation of Universal Design for Learning, a framework to improve and optimize teaching and learning for all people based on scientific insights into how humans learn. Learn more about the Universal Design for Learning framework from CAST. The UDL Guidelines can be used by educators, curriculum developers, researchers, parents, and anyone else who wants to implement the UDL framework in a learning environment. These guidelines offer a set of concrete suggestions that can be applied to any discipline or domain to ensure that all learners can access and participate in meaningful, challenging learning opportunities.
Learners differ in the ways that they perceive and comprehend information that is presented to them. For example, those with sensory disabilities (e.g., blindness or deafness); learning disabilities (e.g., dyslexia); language or cultural differences, and so forth may all require different ways of approaching content. Others may simply grasp information quicker or more efficiently through visual or auditory means rather than printed text. Also learning, and transfer of learning, occurs when multiple representations are used, because they allow students to make connections within, as well as between, concepts. In short, there is not one means of representation that will be optimal for all learners; providing options for representation is essential.
Classroom Examples of Multiple Means of Representation
flexibility – providing choices/options
multiple document formats (including digital)
audio recordings of lectures; podcasts
short videos with captions
multimedia syllabus with links
manageable chunks of information
posting student notes
repetition
summaries of complex concepts
graphics & animation (including 3D)
optional review or extension sessions
online or face-to-face options
handouts of PPTs
mind/concept maps/graphic organizers
outlines or note-taking guides
use of contrasting color
clear & concise language
white space
physical models
simulations
demonstrations
multimodal communication
Built into your favorite Microsoft products
Microsoft Digital Learning Tools provide multiple means of representation within the Microsoft
products you use every day in the classroom. Click here to see what tools are available by product.
Learners differ in the ways that they can navigate a learning environment and express what they know. For example, individuals with significant movement impairments (e.g., cerebral palsy), those who struggle with strategic and organizational abilities (executive function disorders), those who have language barriers, and so forth approach learning tasks very differently. Some may be able to express themselves well in written text but not speech, and vice versa. It should also be recognized that action and expression require a great deal of strategy, practice, and organization, and this is another area in which learners can differ. In reality, there is not one means of action and expression that will be optimal for all learners; providing options for action and expression is essential.
Classroom Examples of Multiple
Means of Action & Expression
choice in assignments or final product
authentic assessments – application/projects
take home final
templates
multimedia projects
multiple drafts or successive work
choice of topic(s)
3d printing project
strategic teams; group presentations/ products
groupwork, but turn in individually
students locate and create content
Understanding how technology increases the need for UDL implementation, accessibility, and inclusion is integral to our classrooms. The following applications can act as a guide as we increase our learners’ opportunities:
Productivity apps allow students to collaborate in real time and produce in multiple modes (e.g., PowerPoint, OneNote, Word, Sway, Forms, Teams, Canva).
Feedback and online discussion platforms permit conversations to suit the strengths of each learner (e.g., Teams, OneNote, Flipgrid, Padlet).
Pre-Recording encourages students to learn asynchronously, at their own pace (e.g., Edpuzzle, Stream, Pear Deck).
Gamification provides students a new way to interact with content and increases engagement (e.g., Quizlet, digital escape rooms, choose your own adventure, choice boards).
Digital libraries supply reading materials in text, in audio, and with additional tools to further increase access (e.g., CommonLit, Newsela, StoryCorps).
Conversion tools accommodate to help all students feel successful (e.g., Edge extensions, screen readers, closed captioning, YouTube’s speed adjustment, transcriptions, printed-out HyperDocs).
Incorporate diverse curriculum and reflection throughout all digital learning activities to make greater connections (e.g., #OwnVoice texts, virtual field trips, content to dismantle stereotypes, inviting diverse speakers).
Enhance digital formative and summative assessments with the tools above (e.g., using EdPuzzle for formative assessment or Flipgrid to present a final project). Vary these assessments as one-on-one, group work, or voice and choice crossover, using UDL and ISTE standards to continuously support accessibility and inclusion.
Strategies for Implementing the Action and Expression Principle
The playlist model presents a strategy teachers can use to structure learning experiences that are more personalized to the needs of specific learners, provide students with more agency, and free the teacher to spend time connecting with and coaching learners as they progress through the playlist.