Accessing Art: Assistive Technology And
Students with Physical Disabilities
A Literature Review by Melissa Enderle
Introduction
With the implementation of federal laws and advances in medicine,
more and more children with physical disabilities are being educated
in the regular public school setting. Children who previously
would have been in hospitals or institutions are now attending
school. There is also a shift in education from self-included
classrooms towards inclusion, even with students whose physical
disabilities are more severe. Regular education teachers and some
special education teachers are finding students with more severe
physical disabilities in their classroom. Likewise, the art teacher
is also faced with adapting the curriculum for this population.
Today’s art teachers are being expected to provide rich experiences
for the physically disabled, sometimes in classes with thirty
or more students. However, many art teachers are personally and
professionally unprepared for meeting the challenge of integrating
the child with special needs into the art classroom.
Because of their motor impairments and the demands of mainstreaming
in academic courses, students with physical disabilities often
have fewer opportunities than their able-bodied peers. Assistive
technology has bridged the gap somewhat, giving some the chance
to communicate, hold a device, or participate in activities similar
to those by typical children. The significant advances in computer
technology have opened opportunities for even the most physically
disabled child.
For the child who is unable to successfully make meaningful marks
on an art paper, the computer may provide an avenue for creative
expression that the child is so desperately seeking. How then,
can students with physical disabilities when using computers and
related assistive technology, independently access the art experience?
This paper hopes to address this question, providing art
teachers some approachable, successful tools to use with their
students with physical disabilities.
Definition of Terms
Assistive Technology
Federal laws such as the 1994 Amendment IDEA, known as the "Tech
Act" define an assistive technology device
as:
"Any item, piece of equipment, or product system, whether
acquired commercially, off-the-shelf, modified or customized, that
is used to increase, maintain or improve functional capabilities
of individuals with disabilities." Such technologies
help people with disabilities to perform functions that may otherwise
be difficult or impossible. . Assistive technology runs the range
from inexpensive "low-tech" solutions to "high-tech"
solutions. Assistive technology may involve adapting a computer
with a specialized method for the user to operate the computer,
or it may utilize special software to perform tasks (LAB Resources,
1999).
Physically Disabled
Wisconsin Department of Instruction defines
physically disabled as a
"Severe physical defect such as an infection of the joints
or bones, disturbance of the neuromuscular mechanisms, congenital
deformities, cardiac conditions, or spastic and other acquired
deformities" (1990, p. 21-22). Some students who are physically
disabled have varying degrees of paralysis, caused by congenital
disorders (such as spina bifida), accidents, or infection (such
as muscular dystrophy and arthritis). The student may have difficulty
in physical movements such as walking, eye-hand coordination and
fine or gross motor control. Pain and fatigue is common.
Students who have cerebral palsy have
a variety of disorders that result from damage to the brain before
or during birth or in the first few years of life. Individuals
with cerebral palsy may display some of the following symptoms
to varying degrees: jerky voluntary movements, continual involuntary
muscle movement, limp muscles, or extremely stiff muscles.
Computers and Related Assistive
Technology Rationale
Computers and Students with Disabilities
The benefits of computers in the classroom have been documented
by numerous studies, including several at the Macomb College of
Education and Human Resources (Hutinger, 1998). Particularly significant
are the findings related to computer utilization by students with
disabilities.
Computer applications serve as tools for children with severe
disabilities, enabling them to accomplish tasks that they would
have been unable to do without the technology (Hutinger, 1996).
For the first time, a child with a physical disability may have
the opportunity to feel and demonstrate a sense of control over
his/her environment (Peterson, [personal conversation] June 30,
1999, Frame, 1991, Hutinger 1996, Potter 1997). As a child successfully
uses computer applications and becomes increasingly competent,
feelings of self-confidence and self-esteem result when the child
gains a sense of autonomy. Social interaction often increases
with cooperation occurring both on the computer and during other
experiences such as play (Hutinger, 1994, 1996). Communication
between students is increased when using the computer. For example,
one child may ask another "how did you do that" when
working on a program. For those students who are nonverbal, the
computer’s speech output capabilities provides a voice to communicate
or stimulate communication (1996).
On the computer, learning becomes an interactive process, with
the child actively communicating with the computer and program
to learn a concept. The computer gives immediate feedback, resulting
in a personalized dialogue between the user and the program and
higher levels of motivation (Stevens, 1991). The computer is forgiving
and consummately patient, allowing the child with a disability
to work at his or her own pace in a more non-threatening environment
(Taylor, 1991). Adds Pam Westhoff, "The computer, serving
as an extension of our own intelligence, can help us realize our
potential (1991).
Computers in the Art Room and Students
with Disabilities
The art room poses a new set of circumstances for the child with
a disability. While art tasks might be used in other domains of
the school such as reaching a specific therapeutic objective,
it has been found (Hutinger, 1998) that students with disabilities
are given little time for exploring materials and child-initiated
art activities. Children with disabilities can be more effectively
included in the arts curriculum when we adapt conventional equipment
to suit their needs, combining art with technology (Kiendl, et.
al 1997). In the art classroom, the student is asked to express
him/her self through the art process. According to Moyer, "the
arts empower, teach oneself about individual potential, overcome
self doubt, and assist in the building in the rich lexicon of
experience which is required to build positive self image"
(1991, p. 2-3).
However, expressing oneself can be complicated by a physical
disability. A study by Kellogg on scribbling found that children
with disabilities often display a delay in creating scribbles,
because they have difficulty in manipulating conventional art
supplies (Kiendl, et. al 1997). Studies by Rosner have found that
assistive technology devices improve access to art materials and
provide not only the opportunity to scribble, but to grow and
develop through art. These assistive devices, in turn, can allow
for more freedom through the use of imagination and the creative
process (1982). According to an art
teacher (Lake, 1998),
"This freedom gives many of my students, both normal
and with disabilities, a new playing field on which to create. And
I have not had a student who wasn't willing to keep trying when
they began this new media." Charles Frame adds
that
assistive technology and the computer
may enable people with disabilities to discover gifts not previously
tapped, empowering them to express and experience their talents
for the first time (1991). By exposing young children to computer-related
art and giving them the tools and knowledge by which to create on
the computer, the groundwork has been laid for a possible career
in one of the most rapidly growing fields; computer graphics and
animation (Peterson, [personal conversation] June 30, 1999, Roland,
1994).
The computer as an art tool has some unique characteristics especially
desirable for individuals with physical disabilities. Whereas
an unintentional mark on a marker drawing is generally permanent
and may mar the desired image, a "mistake" in a computer
art program can be easily eradicated. The computer "eraser"
cannot put a hole in the paper; undo's allow an image to instantaneously
return to its previous form, no matter how drastically it was
just changed. Julie Treviranus (1994), computer technology teacher,
comments that the computer allows students to adjust perceptual
errors (such as adjusting shapes in initial sketches) by selecting
faulty areas with the lasso tool and moving them. Gradually, they
learn to master control over their techniques without the penalizing
consequences of most traditional mediums. In addition, the computer-generated
art image can be saved and manipulated endlessly, allowing for
exploration and experimentation. Tasks that are laborious and
tedious for a disabled art student can be reduced or sometimes
even eliminated, instead allowing more time for the creative art
process (Peterson, [personal conversation] June 30, 1999). The
ability to print multiple copies of the final image is both a
motivating and affirming process.
The interactive nature of computer arts programs has also resulted
in growth for students with disabilities that transfer over to
other areas of development. Retention of software application
use and transference of knowledge to other programs was much greater
than what was expected of the studied preschoolers with mild to
moderate disabilities. Likewise, when coupled with computer art
programs, these students were able to retain the ability and knowledge
to use alternative input devices — two full years after initial
use (Hutinger, 1996). Frequent use of exploratory computer software
improved on-task behavior, eye-hand coordination, symbol recognition
and group interaction (1997).
"Using high technology such as computer graphics
software and appropriate peripherals reflects a useful adaptation
for children with severe physical disabilities and equalizing their
opportunity to participate in inclusion activities" (Hutinger,
1998 p. 31).
Successful Examples of Assistive
Technology in Art
Although the integration of assistive technology into the art
curriculum is rather uncommon and therefore not studied by many,
there are a few programs that have been successfully implemented
and researched. Often begun as exploratory programs, several have
developed into comprehensive annual events. Training for current
and future teachers, therapists, and parents is an outgrowth of
the program.
One such program is the Young Artists Workshop (YAW). Begun in
1985, YAW sought to explore new ways to meet the needs of children
with physical and/or communication disorders. Starting with only
twenty students, YAW has now evolved into an extensive year-round
program that has served almost 1,800 children ages 3-21. In 1986,
Charles Peterson, founder of YAW, began the Arts Access Through
Assistive Computer Technology — the first known project of its
kind to explore the use of computer and augmentative communication
system technology - to access visual and performing arts for children
who are non-vocal, physically disabled or those with multiple
disabilities. In this program, popular art programs were made
accessible for the physically disabled through their communication
devices or alternative keyboards. The impact: an ever-growing
number of young people who were no longer denied access to the
arts because of their disabilities (Foley, 1991). In addition,
YAW has initiated undergraduate and graduate education courses
in adaptive education, teacher certification in adaptive education,
and a new Master of Science Degree Program in Adaptive Education
and Assistive Technology.
In nearby Green Bay, Wisconsin, experimental work in access to
the arts through assistive technology was being conducted. Charles
Frame began the project after responding to a twelve-year-old
boy (with severe physical and communicative disabilities) that
there was no way for him to use a painting program. Disturbed
that the physically disabled and non-speaking students such as
the twelve-year-old boy were often excluded from traditional art
and music classes, Charles Frame was determined to turn these
youngsters into active participants (Frame, 1991). Setups were
devised that allowed users of the augmentative communication devices
TouchTalkers and LightTalkers to interface with Macintosh, IBM’s
and Apple IIGS computers through an Adaptive Firmware Card and
Trace-Transparent Access Module. The resulting overlays and setups
were published and distributed.
The Macomb Projects at Western Illinois University has also looked
into the area of art through computer-related assistive technology
for children with disabilities. In a five-year study at three
preschool sites and two birth-to-three sites, the growth in knowledge
and abilities was measured. Items used included: switches, Touch
Window, KeyLargo, Intellikeys, KidDraw graphics tablet and software
such as KidPix, EA Kids Art Center and Hyperstudio. In every case,
the children demonstrated a consistent increase in their skills
over time, regardless of the differing ages, disabling conditions,
or differences in their initial skill levels (Hutinger, 1998).
Assistive Technology Items Helpful
in Computer-Related Art
Rationale
Contrary to the typical software program that uses the keyboard
as the main input, most paint/draw programs make heavy use of
the mouse. While the painting/drawing program may have some keyboard
equivalents for operations normally performed by the mouse (such
as z S for save), movement around the screen through the mouse
is a necessity. Since a person with a physical disability doesn’t
often have the fine motor control to manually manipulate a mouse,
some other methods of controlling the mouse actions must be found
(Frame, 1991). More information regarding the described assistive
technology devices may be found in the book by Anson.
Devices
Direct Drawing Tools
The TouchWindow (Edmark Corporation) and the KidDraw (KidBoard
Company) are two tools that can be used intuitively by children.
Both have a pen-like stylus that assists the child in drawing
more accurately. The TouchWindow can be used either attached to
the screen or on the lap, and can be activated by a finger or
hand, in place of the stylus. The KidDraw, a child’s version of
a graphic tablet, provides a more naturalistic drawing experience
with pressure sensitivity.
Alternative Keyboards
Alternatives to the standard keyboard such as IntelliKeys (IntelliTools
Corporation) and DiscoverBoard (Don Johnston Company) can be used
in place of a keyboard, mouse or both. Alternative keyboards are
customizable, programmable, and can thus accommodate a wide range
of users with disabilities. Students may use either pre-made overlays
to accompany programs such as KidPix or they may use overlays
custom-designed to fit their needs. Pressure sensitivity, key
size, and speech output can be adjusted on the DiscoverBoard.
Trackballs and Joysticks
Prior to trying other devices, a child who is having some difficulties
in using the pre-supplied mouse should be given the opportunity
to try other mice, including ones that are smaller or different
in shape. Trackballs are quite popular with individuals with disabilities
for several reasons: they are more stable, require less desk space,
accept a range of movement degrees, come in extremely large or
small sizes, and have programmable button capabilities including
latching. The latching feature helps adapt for simultaneous button/mouse
movement, enabling even the one-fingered user to successfully
use the drag function in painting programs. Joysticks may be familiar
with students who play video games or use a power wheelchair.
Some joysticks allow for movement in 360° while others only move
up, down, left and right.
Switches
For the user who can perform only a single motor action reliably
such as turning the head to the right, switches can provide independent
control for the first time. Coupled with the powerful Discover:Kenx
technology, the switches can systematically go through tools or
menus in any software, utilizing either ready-made programming
or custom-designed scanning arrays.
Voice Recognition, Electronic Pointing Systems
Although improving, voice recognition software and hardware still
isn’t at the point of accuracy where it can be a reliable hands-free
alternative to the mouse for the physically disabled user. Voice
recognition systems do have the capability (although cognitively
draining or unacceptably inaccurate) to input data, navigate through
the computer and execute standard commands.
Electronic pointing systems such as the Head Mouse and the Head
Master can give the user with good head control a completely hands-free
operation of the computer. The Head Master, a headset device with
ultrasound, tracks movement of the head and translates that movement
to the cursor on the screen. The Head mouse uses reflection with
an infrared source to track head position. Both devices produce
extremely natural movement of the mouse pointer and allow for
complete control of the pointer, making it an excellent option
for the individual who requires a mouse emulator (1997).
Low Tech Adaptations for the Computer to Access
Art
Some of the best adaptations are simple in design, cost and technology.
A pointing or typing aid, commonly worn on the head, held in the
mouth or hand, or strapped to the chin, can allow a student with
severe physical disabilities to use a keyboard (standard or alternate),
touch screen or trackball. Keyboards (standard or alternate) can
be placed on an easel or slant board, velcro can keep hardware
stable, and the keyboard can be protected with a moisture guard.
Keyguards cut down on extra keystrokes, while software modifications
can help accomplish tasks the deactivation of the automatic keystroke
repeat feature. An adjustable table will get the monitor at eye
level and the keyboard or input device within easy reach. Drag
(to slow down a mouse) can be accomplished by turning over the
mousepad; to slow down a trackball, sticky back felt can be added
in the ball’s well (Ensign, 1992).
Considerations for Choosing and Implementing Assistive
Technology in the Art Room
Finding the best assistive device involves some trial and error.
In order to assist in finding the most appropriate device, several
considerations should be taken:
- Consider what the child can do and how they can access the
computer.
- What are the learning objectives and how does the technology
relate to achieving them?
- Will the device help make the task more efficient and less
taxing?
- Will the child use the device?
Proper support is another factor for consideration (Hutinger, 1998,
Robinson, 1996). Training should be provided for teachers, therapists
and parents on ways to integrate the use of assistive technology
in naturally occurring activities or environments (Moyer, 1991,
Lesar, 1998, Hobinson, 1996). Follow-up support needs to be given
in order to help maintain the device, provide assurance to concerned
individuals, and assist in any programming that might need to be
done with the device. Consideration for such factors will raise
the probability that the chosen assistive technology devices will
be integrated into the class projects and objectives (Lesar, 1998).
Implications, Avenues to Explore
Art is one subject in school in which all children have the opportunity
to speak and express themselves using the powerful mode of visual
communication. With a "little imagination from concerned
educators, the visual arts can be used to reach across disability
barriers and reopen vital avenues of communication with others"
(Peterson, 1989, p. 3). The idea is "to place ability over
disability in expanding capability" (Taylor, 1991, p. II-3-3).
Computers and related assistive technology can help ensure that
all children, including children with physical disabilities, have
that same chance to make those personally meaningful marks in
a dignified, empowering and independent manner. It is our responsibility
as educators to help challenge preconceived notions of physical
disabilities and provide all students equal opportunity to learn,
achieve and experience success. For some, experiences in art on
the computer may lead to computer-related art careers, thereby
helping to overcome a 30 percent employment rate for the disabled
U.S. population (Lyman and Mather, 1998).
Asserts Craig Roland (1994, p. 2), "Whatever technologies
are brought to bear on the arts learning process, children must
learn to use the tools they have available to them to think, to
imagine, to create, to take on the impossible, to play with ideas,
to explore, and to feel what it means to be human". Computers
and related assistive technology can be a positive addition to the
art room. In order to make its implementation and integration into
the art room a positive one for all involved, proper education,
training and support is needed. A non-threatening approach with
practical utilization strategies would increase the likelihood of
acceptance and support by art teachers. In order to make the implementation
a reality, I have proposed to do several things in a practical project
available to art teachers. Art educators would be introduced to
some of the assistive technology devices that would be of benefit.
Videos or pictures could be shown to help art teachers see physically
challenged children using the technology in the art room. Ready-made
layouts and setups for popular art software would be included so
art teachers would be able to provide ready access for some students.
For additional support, a network of individuals or agencies knowledgeable
in computers or assistive technology would be included.
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