USER'S GUIDE FOR VR SIMULATION
USER'S GUIDE FOR VR SIMULATION
Learning to Foster Authentic Inclusion for Accessibility Through VR Simulations
WHY VR SIMULATIONS?
Using VR simulations, learners have the opportunity to participate in simulated experiences that look at anti-ableism in living, learning, and working environments. Through application to real-life situations based on lived experiences of persons with disabilities, these simulations provide immersive experiences that will help deepen understanding of accessibility, authentic inclusion, equity, Universal Design, accessible education standards, and AODA requirements.
The simulations, designed in consultation with the Advisory Council for Brock-Niagara Centre of Excellence in Inclusive and Adaptive Physical Activity, depict real lived experiences of individuals with disabilities that happen on post-secondary campuses.
WHAT DO I DO FOR TEST 3?
Play the 4 simulations using VR Goggles from the Library
OR play the 4 simulations using your PC and AppsAnywhere
Submit Test 3 on Blackboard (link is found on Blackboard, not here).
You choose whether you experience these simulations through a) VR goggles that you use in the Exploratory lab in NC Library on the Welland Campus or b) take a set of VR googles from the library on loan (these headsets are already loaded with the simulations or c) play the PC version on Apps Anywhere on Blackboard (watch the instructions video for navigation)
Once you are finished all 4 simulations, complete the Test 3 questions on Blackboard.
To create extended reality (XR) simulations to help learners identify ableism and disablism in living, learning, and working environments
To assess learners’ understanding of concepts relating to visible and invisible disability, accessibility, authentic inclusion, equity, Universal Design, accessible education standards, and AODA requirements through application to real-life situations based on lived experiences of persons with disabilities.
To utilize simulations to discuss and develop anti-ableist strategies that foster authentic inclusion and accessibility.
To provide immersive experiences using this experiential approach to enable students to experiment with different learning strategies that do not rely on passive listening or reading.
To evaluate the impact of this instructional intervention on students’ perceptions of changes in their knowledge, attitude and skills and potential for impact on their future behaviour
Learn more about the use of person first and identity first language when communicating about people with disabilities.
We use a mix of both identity-first language (e.g. disabled student) and person-first language (student with a disability). Individuals will have their own preferences when it comes to identity-first and person-first language. Similarly, some people may not identify with the language of disability or feel that it applies to them. Mirroring the language individuals use to describe themselves and asking about their preferences is generally best. (Source: https://accessibilityhub.niagaracollege.ca/)
Brock-Niagara Centre of Excellence in Inclusive and Adaptive Physical Activity (CAPA) and Advisory Committee Members
The purpose of the C.A.P.A. is to promote and enhance awareness and development of inclusive and adaptive physical activity programming and to engage in research, scholarly activity and knowledge translation about inclusive and adaptive physical activity and its associated socio-cultural affordances and constraints.
This project is made possible with funding by the Government of Ontario and through eCampusOntario’s support of the Virtual Learning Strategy. To learn more about the Virtual Learning Strategy visit: https://vls.ecampusontario.ca.
We wish to express our thanks to eCampus Ontario and the
Government of Ontario for their funding support