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NeuroVivid: A Brain-Computer Interface (BCI) Maker Experience for Neurodivergent Youth

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HBGCC - 214D

Creation Lab
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Session description

NeuroVivid, an NSF funded ITEST grant, has created a BCI camp with neurodivergent youth and NYSCI. Lab participants will run through a NeuroVivid activity that involves student supports, circuit building, and block coding. Session will conclude with a debrief and opportunity for Q&A with the design and research team.

Outline

Introduce participants to the team and the experience. Provide student materials and facilitator guide to participants for the activity. (10 minutes)

Facilitate a learning experience that involves the creation of a simple Brain-Computer Interface (BCI) device. Participants will build a simple circuit and use simple block coding as part of this hands-on experience. No prior knowledge or skills are necessary. (50 minutes)

The session will conclude with a debrief to allow participants to reflect on their experience. Participants will also be able to engage members of the project's design and research teams in a Q&A session. (30 minutes)

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Supporting research

Two manuscripts on the NeuroVivid project are in preparation but the team have several related publications in this space:

Asbell-Clarke, J., Dahlstrom-Hakki, I., Voiklis, J., Attaway, B., Barchas-Lichtenstein, J., Edwards, T., Bardar, E., Robillard, T., Paulson, K., Grover, S., Israel, M., Ke, F., Weintrop, D. (2024). Including neurodiversity in computational thinking. Frontiers in Education, 9:1358492. Available from: https://www.frontiersin.org/articles/10.3389/feduc.2024.1358492/full DOI:10.3389/feduc.2024.1358492

Dahlstrom-Hakki, I., Alstad, Z., Asbell-Clarke, J., & Edwards, T. (2024). The impact of visual and auditory distractions on the performance of neurodiverse students in virtual reality (VR) environments. Virtual Reality, 28(1), 29. https://doi.org/10.1007/s10055-023-00933-6

Edwards, T.; Larsen, J.; Dahlstrom-Hakki, I.; Alstad, Z.; Belton, G.; Hagberg, I., et al. (2022). Co-Designing a STEM-based VR Game For and With Neurodiverse Learners. UC Irvine: Games + Learning + Society Conference Proceedings. Retrieved from https://escholarship.org/uc/item/6s93n92x

Dahlstrom-Hakki, I., Edwards, T., Larsen, J., Alstad, Z., Belton, G., Lougen, D., & Santana, D. (2021). Inclusive VR through Inclusive Co-Design with Neurodiverse Learners. 2021 7th International Conference of the Immersive Learning Research Network (iLRN), 1–5.

Reaching and Teaching Neurodivergent Learners in STEM: Strategies for Embracing Uniquely Talented Problem Solvers. (2024). Routledge & CRC Press. Retrieved September 26, 2024, from https://www.routledge.com/Reaching-and-Teaching-Neurodivergent-Learners-in-STEM-Strategies-for-Embracing-Uniquely-Talented-Problem-Solvers/Asbell-Clarke/p/book/9781032562476

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Presenters

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Education Materials Director
EdGE @ TERC
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Senior Research Scientist
TERC

Session specifications

Topic:

Accessibility

Grade level:

6-8

Audience:

Librarian, Teacher, Technology Coach/Trainer

Attendee devices:

Devices useful

Attendee device specification:

Laptop: Chromebook, Mac, PC

Participant accounts, software and other materials:

All required materials will be provided by the presenters.

Subject area:

Special Education, Technology Education

ISTE Standards:

For Students:
Empowered Learner
  • Understand fundamental concepts of how technology works, demonstrate the ability to choose and use current technologies effectively, and are adept at thoughtfully exploring emerging technologies.
Innovative Designer
  • Know and use a deliberate design process for generating ideas, testing theories, creating innovative artifacts or solving authentic problems.
For Educators:
Facilitator
  • Manage the use of technology and student learning strategies in digital platforms, virtual environments, hands-on makerspaces or in the field.

TLPs:

Ensure Equity, Spark Curiosity

Disclosure:

The submitter of this session has been supported by a company whose product is being included in the session