Soonhwa Seok

Soonhwa Seok
Korea University | KU · Department of Education

About

140
Publications
55,884
Reads
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492
Citations
Introduction
Skills and Expertise

Publications

Publications (140)
Poster
The last decade of research is presented on the effectiveness of video modeling as an evidence-based practice for students with emotional and behavioral disorders in the context of the Council for Exceptional Children standards. Using the findings as a catalyst, the purpose behind this presentation is to open a dialogue among special education teac...
Poster
The findings of a systematic review are presented that investigated the use of prompting and its effectiveness for preschoolers with developmental delay. The findings to be discussed include the relationship between types of prompts and disability, types of prompts and target skills, and prompting and its effectiveness. It is expected that the find...
Poster
The findings of a systematic review are presented that explored the use of universal design for learning (UDL) at the postsecondary level. The needs of college-aged students with disabilities are discussed along with the value and practicality that UDL offers to these students.
Chapter
Preschool offers numerous opportunities for teaching cognitive, social, emotional, and language skills. This is particularly important for children with developmental delay (DD), who often struggle with cognitive, physical, communication, social/emotional, and adaptive development. Prompting using verbal, gestural, and physical guidance has been wi...
Poster
In this presentation, the findings of a systematic review are presented that examined prompting and its benefits in early childhood education. Those in attendance will explore the relationships between types of prompts and disability, target skills, and the use of prompting and its effectiveness.
Chapter
Based upon systematic reviews of the use of universal design (UD) in higher education, the findings of the current review underscore the benefits of applying UD for all students in postsecondary education settings. Major findings include the following. The term universal design for learning is among the most frequently used in the literature to des...
Conference Paper
Although video games have been described as offering highly interactive experiences that are beneficial in contexts outside of entertainment, their connectivity has raised concerns about safety. This study examined gamers’ online safety practices and the degree to which they are exposed to online dangers. With the results revealing that gamers enga...
Conference Paper
Genre offers a way to describe and understand video games. With games being used more and more outside of entertainment, to include educational contexts, video game genre may offer a way to better understand gamers. This study examined gamers in the contexts of their mobile gameplay with platform viewed as an important consideration in studying gen...
Presentation
The last decade of research is presented on the effectiveness of video modeling as an evidence-based practice for students with emotional and behavioral disorders when the Council for Exceptional Children standards are met. Using the findings as a catalyst, the purpose behind this presentation is to open a dialogue among special education teachers,...
Presentation
A study is presented that examined the online cybersecurity practices of video game players. The intent of this presentation is to open a dialogue among those interested in cyber awareness interventions and training, who would like to explore cybersecurity from the perspective of the gamer. When coupled with other research, the findings and discuss...
Presentation
Addressing a gap in evidence-based literature on the effectiveness and feasibility of tablets to enhance the writing and reading skills of students with disabilities, a study is presented comparing a spelling intervention using a tablet and picture cards with three special needs children. The purpose behind this presentation is to open a dialogue a...
Presentation
A systematic review is presented exploring the effectiveness and practicality of Universal Design for Learning (UDL) for students with and without disabilities at the postsecondary level. This presentation is intended for postsecondary educators, special education teachers, and other stakeholders interested in meeting the needs of students with dis...
Poster
Full-text available
The anytime and anywhere capabilities of mobile devices have shown to be beneficial in learning environments, furthering interest in the educational potential of game-based solutions. There is also research showing that mobile technologies can be successfully used as an assistive technology to help students with developmental disabilities learn dif...
Presentation
Full-text available
In past years, technology has had a significant impact on literacy, with research focused on digital literacy implementation in the classroom setting revealing possible benefits for students with and without disabilities. While research has been growing, there are several areas of digital literacy in need of further study. Gender differences is one...
Article
The misuse of the Internet that takes advantage of adolescents and young adults’ lack of understanding along with their growing online presence has left them at risk. A study comprising 1,092 South Korean high school students investigated ways in which adolescents and young adults may be exploited while engaged in popular and everyday online activi...
Chapter
Video games offer rich interactive experiences. At the same time, their popularity coupled with their global connectivity has raised concerns about safety. Although it can be argued that video game developers and publishers have been plagued by crime since its beginnings, with early concerns centered on piracy and reverse engineering, video game co...
Poster
This presentation discusses the findings of a systematic review that explored methods of universal design for learning (UDL) implementation for postsecondary students with and without disabilities and the degree to which these methods are effective. With the findings revealing the value and practicality of UDL for students with and without disabili...
Poster
This presentation discusses the findings of a systematic review that attempted to establish video modeling (VM) as an effective evidence-based practice for students with emotional and behavioral disorders (EBD) when the Council for Exceptional Children (CEC) standards are met. With findings revealing that VM can have a positive and significant effe...
Chapter
Enthusiasm about the educational benefits offered by the World Wide Web has been tempered in recent years by apprehension regarding the prospects of mitigating associated online threats. Numerous safety measures exist, from legislation to technical controls. Though no doubt helpful, they are not substitutes for education and training. The current s...
Conference Paper
Aimed at creating a dialogue between educators, practitioners, researchers, policymakers, and other stakeholders interested in effective cyber awareness interventions and training, this study examined everyday online activities in the context of common types of online dangers. The findings revealed that the 1,092 participating South Korean students...
Conference Paper
Given the growing importance of digital literacy, and the continued deliberation about the academic potential of video games, this study explored if and how video game play contributes to reading performance. Specifically, the grade point level, silent contextual reading fluency, and perceived digital reading ability of South Korean video game play...
Poster
A study is presented that identified dimensions and clusters of assistive technology (AT) quality from the perspective of the AT expert as being applicable to evidence-based practices. The factors identified offer insights into ensuring quality AT implementation as well as serving as a step toward reliable evaluation.
Chapter
This chapter presents a study that explored the mobile game-genre preferences of 1,950 South Korean students. The findings help create a clearer picture of the mobile gameplayer, revealing that mobile gameplay is more of a situational activity than a social replacement, often played during periods of interruption or idle time and lasting for short...
Chapter
The massive spread of mobile computing is undeniable with the draw of mobile games reaching epic proportions. This popularity, along with the anytime-, anywhere-, and on-any-device characteristics of mobile computing has ignited mounting interest in the use of mobile games in educational contexts, as illustrated by a growing number of articles on t...
Article
The cyber awareness of online video game players (n = 183) was investigated by examining their online safety practices and the degree to which they were exposed to threats. With findings revealing that gamers engaged in poor online practices, despite expressing concern for their safety, this investigation supports the view that gamers are unaware o...
Presentation
Intended to open a dialogue among those involved in assistive technology (AT), a study (N = 1,472) is presented that attempted to develop and standardize an AT questionnaire. Focused on validating quality items for an AT evaluation instrument and identifying factors underlying quality AT practices, the findings revealed 67 items across 8 factors to...
Presentation
Information and communications technology (ICT) is widely seen as an important driver in the development of technological skills needed for students to be successful. The abundance of research, however, has not helped separate reality from conjecture with regard to what determinants should be considered in the decision-making process for ICT integr...
Conference Paper
A study is presented that identified 4 dimensions and 12 clusters of assistive technology (AT) implementation from the perspectives of AT experts. Evidence-based practices are discussed in the context of designing, planning, implementing, and assessing AT. This presentation is intended to open a dialogue among special education teachers, practition...
Presentation
There is research to suggest that video games may be helpful for improving reading skills. Given the increasing importance of digital literacy, along with the continued deliberation about the academic possibilities of video games, a study (N = 1,206) is presented that examined the role of video games in reading literacy. This presentation is intend...
Article
Full-text available
This systematic review examined eight studies showing that video modeling (VM) can have a positive and significant effect for students with emotional and behavioral disorders (EBD). Building upon meta-analyses that sought evidence of video-based interventions decreasing problem behaviors of students with EBD in K-12 education, the review examined t...
Poster
The contribution of technology to education has long been weighed. Particularly among those with disabilities as the digital divide has been argued wider among these individuals leading to possible social exclusion. Video games are one of the technologies often debated, given that it has been contended that those who play these games hold a technol...
Poster
Although new forms of literacy based on technological advancement may be viewed as promising, the subject has been debated, with speculation that the Internet, at least in part, has contributed to an overall drop in reading. Similar conclusions have been offered with regard to other media, such as video games, with the argument that a decline in re...
Poster
In recent years, technology has had a significant impact on literacy, with research focused on “digital literacy” implementation in the classroom setting revealing possible benefits for students with and without disabilities. There are several areas of digital literacy, however, in need of study, such as research comparing preferences between digit...
Article
This study investigated problematic mobile gameplay. Adopting Diagnostic and Statistical Manual of Mental Disorders-style criteria for pathological gambling to identify cases of problematic play, the study compared the mobile gaming habits, preferences, and demographics of problematic and nonproblematic game players. Of the 1,950 mobile players sam...
Conference Paper
This study aimed at identifying dimensions of curricula for students with intellectual disability by investigating special education teachers’ priorities for educational supports for their students. A total of 1,072 special education teachers across 38 private and public schools offered (a) demographic information about their students and themselve...
Conference Paper
Many assertions have been made about the digital propensity of youth, leading to the belief that today’s students hold learning preferences never before seen. While information and communications technology is often cited, video games are also said to be a contributing factor to the distinct learning preferences of today’s students. This study (N =...
Conference Paper
This study (N = 1,950) examined the characteristics of the mobile game player. Specifically, we investigated technology ownership; game genre and title preference; where and how often games are played; factors that influence game selection, the most desirable features, reasons behind play, and psychophysical changes; and spending habits with regard...
Poster
A study is presented that identified relationships between the digital propensity of students with intellectual disability (ID) and support needs. Among the findings, students that showed higher social maturity and required less care used information and communication technology more than those lower in social development and needing more attention...
Chapter
The massive spread of mobile computing is undeniable with the draw of mobile games reaching epic proportions. This popularity, along with the anytime-, anywhere-, and on-any-device characteristics of mobile computing has ignited mounting interest in the use of mobile games in educational contexts, as illustrated by a growing number of articles on t...
Presentation
A study is presented that investigated relationships between online threats and everyday online activities. The preliminary findings offer insights into the largest threats facing today’s youth. The purpose of this presentation is to open a dialogue among policymakers, educators, practitioners, researchers, and other stakeholders in separating real...
Presentation
There is the belief that gamers hold an advantage because of a technological disposition resulting from game play. In this presentation, a study is discussed that examined player’s use of information and communication technology, with findings offering evidence suggesting gamers may be more digitally adept compared to nonplayers. The purpose behind...
Presentation
A study is presented that explored the relationships between digital and print text in the context of reading. The findings suggest several ways to achieve student literacy competency in using digital and print text, while also pointing to additional factors that influence perceptions and behaviors among these two formats. This presentation is inte...
Article
This study investigated relationships between digital propensity and support needs as well as predictors of digital propensity in the context of support intensity, age, gender, and social maturity. A total of 118 special education teachers rated the support intensity, digital propensity, and social maturity of 352 students with intellectual disabil...
Article
This study compared grade point level, silent contextual reading fluency, and perceived digital reading ability of 1,206 South Korean video game players and nonplayers in grades 9 through 12. The findings strengthen results reported in the literature while also contributing new information. Nonplayers had better grades, a finding that supports prev...
Poster
It has been proposed that today’s students must have a firm grasp of information and communication technology (ICT) in order to participate and excel in today’s technology-rich society. For students with intellectual or developmental disabilities, however, access to and use of ICT can be a challenge. Particularly when discussing ICT in the context...
Poster
In recent years, we have witnessed amazing technological advancements. Perhaps most notable are the high-tech wonders that have emerged from the video game industry. The coin-operated machines of the past have been replaced by personal computers and game consoles, with the distinction between player and game controller blurred with the entrance of...
Presentation
A study is presented that explored gender differences between the reading of digital (on screen) and print (paper-based) text. The findings offer a number of insights into the variances between males and female in the context of their digital propensity, perceptions, and preferences toward these two delivery formats.
Presentation
A study is presented that compared a spelling practice intervention using a tablet and paper-based picture cards with three students diagnosed with developmental disabilities. Findings revealed the students held distinct preferences for instructional delivery method, while also showing different learning outcomes based on the instructional delivery...
Conference Paper
The anytime, anywhere, and on any device properties of mobile technology have been said to offer new opportunities for researchers and educators interested in leveraging the possible benefits of game-based learning, especially location-based technology, as it offers opportunities to embed learning in authentic environments. For example, it has been...
Conference Paper
This study explored the relationships between digital vs. print text in the context of reading. The research explored youths’ reading perceptions of digital and print text, their preferences for reading digital vs. print text, relationships between the reading of digital and print text, and predictors of digital propensity based on reading behavior...
Article
Gender differences between the reading of digital and printed text were explored in this study. Predictors of digital propensity were investigated along with gender differences in the context of digital propensity and perceptions and preferences toward the reading of digital and printed text. Findings strengthened results reported in existing resea...
Chapter
The first of two chapters, a study is presented that quantitatively examined the adolescent and young adult “casual” video game player. A total of 1,950 South Korean students self-reported their game play on mobile phones by answering a 92-item questionnaire designed to capture data on technology ownership; preference for game genre and titles; whe...
Chapter
The second of two chapters, a study is presented that quantitatively examined the adolescent and young adult casual video game player from the perspective of age and gender. A total of 1,950 South Korean students self-reported their game play on mobile phones by answering a 92-item questionnaire designed to capture data on technology ownership; pre...
Chapter
This study (N = 1,072) is presented with the objectives of (a) exploring dimensions of educational implementation that can be used to support students with autism spectrum disorder, intellectual and developmental disabilities; (b) investigating special education teachers’ (SETs) support priorities and their effectiveness; and (c) identifying the re...
Presentation
In this presentation, a study is discussed that quantitatively examined characteristics of the casual player. A total of 1,950 students across four high schools and six colleges participated by responding to a 92-item questionnaire designed to capture data on mobile game play. Findings revealed support for many of the claims made about the casual p...
Presentation
In this presentation, a study is discussed aimed at identifying hidden dimensions of curricula for students with intellectual disabilities by investigating special education teachers’ priorities in terms of educational supports for these students. A total of 1,072 teachers across 38 private and public schools participated by responding to 64 items...
Presentation
In this presentation, a study is discussed that compared the online learning activities and learning style preferences of video game players and nonplayers. A total of 1,258 students at seven postsecondary institutions participated by responding to a 54-item digital propensity index. Findings revealed that players were characteristic of the traditi...
Article
In the nearly 30 years since the passage of the Technology-Related Assistance to Individuals with Disabilities Act of 1988, technology-mediated instruction has been implemented successfully with both students without disabilities and students with a range of disabilities to help them meet the demands of instruction. In this special issue of Assisti...
Presentation
A study is presented validating items for assistive technology (AT) evaluation. Examined from the perspective of professors preparing preservice special education teachers, dimensions underlying AT practices and quality of AT outcomes were identified. Findings revealed 4 dimensions and 11 clusters of quality of AT outcomes applicable to evidence-ba...
Poster
Despite the promises of assistive technology (AT), there has been an excessively high rate of abandonment reported. This is abandonment that could be resolved through new practices; namely, the proper evaluation of needs and functionalities prior to and during use of an AT device. A study is presented—that took place across 20 public and 8 private...
Poster
Students with developmental disabilities (SDDs) generally have limitations in terms of acquiring written expression and reading skills due to significant impairments in psychological processes, such as learning, reasoning, and problem solving. Tablet devices hold potential in the development of literacy skills for SDDs. A study is presented that co...
Poster
Being a fluent reader is critical for those planning to attend higher education. Regrettably, many high school students are ill prepared for the demands of postsecondary reading. And although the construct of reading measurement is evolving, fluency has received inadequate attention; especially at the secondary and postsecondary levels. A study (N...
Article
Full-text available
This study explored the relationships between the reading of digital versus printed text among 1,206 South Korean high school students in grades 9 through 12. The Test of Silent Contextual Reading Fluency (2nd ed.), the Digital Propensity Index, and the Reading Observation Scale were among the instruments used to measure reading proficiency and dig...
Poster
The Supports Intensity Scale for Children examines the types of supports and combination of quality supports for children with intellectual and developmental disabilities. The scale has been translated into numerous languages. The findings of a pilot study are presented which examined the validity and readability of a Korean translation.
Poster
Although the construct of reading measurement is evolving, fluency has received inadequate attention at the secondary and postsecondary levels. The findings of a study are presented which investigated the relationship between silent and oral reading fluency, with results suggesting that these dimensions are significantly related.
Poster
It has been reasoned that video game players could develop a technological disposition from video game play, an advantage in different areas of growth, to include the development of skills to overcome obstacles. A study (N = 1,258) is presented which examined such a disposition in the context of information and communication technology (ICT). The f...
Presentation
It has been proposed that today’s students hold learning preferences never before seen. While exposure to information and communication technology is oftentimes cited, video games are also said to be a contributing factor in the distinct learning styles of today’s students. In this session, a study (N = 1,258) is presented that compared the online...
Poster
A study (N = 1,092) is presented which examined the relationships between everyday online activities and different forms of common online abuse. Findings were consistent with those reported in the literature, while also revealing new insights about the digital aptitude of today’s students, suggesting our understanding of this group is more complex...
Poster
As the diffusion of information and communication technology (ICT) steadily increases, so does literature analyzing determinants which may influence its use among youth; research that has not necessarily helped in separating reality from conjecture with regard to what ICT to integrate in classrooms. In this session, a study (N = 1,258) is presented...
Article
This study validated items for assistive technology (AT) evaluation and, accordingly, identified dimensions underlying AT practices and the quality of AT outcomes from the perspective of professors preparing preservice teachers for careers in special education. The statistical approach of multidimensional scaling was used, in which the proximity of...
Chapter
Storytelling is an intricate part of the human psyche and hence, human history. From childhood, stories play an important role in human development, in that, for instance, humans automatically construct a storyline so that they can associate information. There is research to suggest that storytelling in video games can be beneficial because it can...
Article
Full-text available
A study is presented that compared the online learning activities and learning style preferences of video game players and nonplayers. A total of 1,258 students across seven postsecondary institutions near Seoul, South Korea, rated their experiences with video game play alongside their online learning activities and preferences toward learning styl...
Chapter
This transdisciplinary chapter focuses on ecological perspectives surrounding the design of self-determination- enhanced Problem-Based Learning (PBL). The chapter presents a PBL conceptual framework that can be leveraged in implementation of the skills needed for the 21st-century, specifically self-determination for students with disabilities in in...
Chapter
This transdisciplinary chapter focuses on ecological perspectives surrounding the design of self-determination- enhanced Problem-Based Learning (PBL). The chapter presents a PBL conceptual framework that can be leveraged in implementation of the skills needed for the 21st-century, specifically self-determination for students with disabilities in in...
Presentation
Mobile devices and games have been assumed to be practical in educational contexts for a number of reasons. Perhaps most notably is the anytime, anywhere, and on any device nature of mobile technology, which has been said to offer new opportunities for researchers and educators interested in leveraging the potential benefits of game-based learning....
Presentation
By and large, empirical research focused on youth and the negative aspects of the Internet has attempted to estimate the extent of online exploitation, whereas investigations that rigorously try to quantify online practices that directly result in the exploitation and subsequent victimization of young people are few. Grounded in Routine Activity Th...
Presentation
To assist in gaining a greater understanding of technology and support systems for youth and young adults with intellectual disability (ID), we present a study identifying the relationship between propensity toward technology and support needs. Numerous findings will be discussed to include youth with ID who need less care in the support system wit...
Poster
A study (N = 1,258) is presented which compared digital disposition toward ICT, learning styles, and online learning activities between video game players and nonplayers.
Poster
A study (N = 1,950) is presented that quantitatively examined characteristics of the “casual” mobile game player.
Poster
In the 21st century, digital literacy skills, specifically those related to information and communication technology (ICT), are essential for everyone – both individuals with and without disabilities. Digital literacy is vital because it is believed to enhance access to information, communication, and use of technology, leading to full participatio...
Poster
There is increased interest in validation and outcome measurement of assistive technology (AT) from the growing demand for evidence-based practices in special education. The underlying premise is that outcome assessment of AT implementation is an indicator of the quality of AT services and devices. When based on evidence-based practices, the qualit...
Poster
A total of 1,072 special education teachers (SETs) from 38 special schools participated in the research, which aimed to detect the hidden dimensions of curriculum for students with intellectual disabilities by investigating SETs’ priorities in terms of educational supports for these students and their effect. Four dimensions emerged through factor...
Presentation
Enthusiasm about the educational benefits made possible by the Internet has been tempered by apprehension regarding the prospects for mitigating associated online threats. Numerous safety measures exist, from legislation to technical controls. Though no doubt helpful, these are not a substitute for education and training. The findings of a study ar...
Presentation
This study investigated mobile game play in the context of addiction. Adopting Diagnostic and Statistical Manual of Mental Disorders (DSM)-style criteria for pathological gambling to identify cases of addiction, the study compared the addiction rates derived in this study to that reported in studies focusing specifically on the prevalence of video...
Poster
Effective measurement of outcomes in assistive technology (AT) practices has become especially critical as special education is now mandated to, whenever possible, make evidence-based decisions based on iterative investigations. In this presentation, we promote the need for validation research by presenting a study designed to develop and standardi...
Poster
Mobile technology may offer opportunities for those interested in leveraging the potential benefits of game-based learning. In this presentation, we offer a review of the educational benefits of video games by summarizing what is currently known about mobile games in learning, providing examples of games called out in the literature that have been...
Poster
Based on the idea that understanding youth’s online practices leads to effective cyber education, we present a study (N = 1,092) aimed at identifying technologies young people have access to, the degree to which youth engage in risky online behavior, and their literacy of cyber security practices. Overall, we will show that findings were discouragi...
Article
The present study compared a spelling practice intervention using a tablet personal computer (PC) and picture cards with three students diagnosed with developmental disabilities. An alternating-treatments design with a non-concurrent multiple-baseline across participants was used. The aims of the present study were: (a) to determine if participants...
Chapter
Experts have long endeavored to understand the draw of video games on youth and how this entertainment medium can be used for learning. The anytime, anywhere, and on any device nature of mobile technology may offer new opportunities for researchers and educators interested in leveraging the potential benefits of game-based learning. In this chapter...
Chapter
In an attempt to meet the need for validation research that contributes to assistive technology (AT) evidence-based practices, this chapter presents the findings of a study aimed to identify latent dimensions of information and communication technology (ICT) that can serve as the basis for the eventual development of a standardized instrument for I...
Article
A study (N = 1,995) is presented that investigated whether the Big Five Inventory personality types—agreeableness, conscientiousness, extroversion, neuroticism, and openness—can be used in explaining mobile game play. The study is predicated on research suggesting that relationships exist between certain personality types and willingness to embrace...
Method
The Mobile Game Play Questionnaire is a self-report measure of the frequency, preferences, and personality types related to mobile game play. The 92-item questionnaire is divided into 4 parts: Mobile game play and preference, addiction, personality, and demographics. The first section encompasses items related to mobile game play preference, freque...
Presentation
The unprecedented growth of mobile devices has, in part, helped pave the way for research interests in how mobile games can be used as an effective way to support intellectual activities, social skills, and learning. The globalization of mobile devices and prolific popularity of games has also heightened concern for problematic behavior. This sessi...
Presentation
Reading measures have traditionally focused on fluency, word recognition, and comprehension. Attention paid to fluency has focused on the elementary grades, largely ignoring the secondary level. Fluent reading, however, is critical for those planning to attend higher education. Regrettably, many students are ill prepared for the demands of postseco...
Presentation
Unprecedented growth coupled with other factors has opened new opportunities for researchers and practitioners to examine how mobile games can be used as a means to support intellectual activities, social skills development, and learning. It has been proposed that the five traits—agreeableness, conscientiousness, extraversion, neuroticism, and open...
Poster
This study examines the role of the Big Five Inventory personality traits on the mobile gaming behavior of adolescents and young adults.
Poster
This study compared a spelling practice intervention using a tablet personal computer and picture cards with three students diagnosed with intellectual and developmental disabilities.
Article
Enthusiasm about the educational benefits offered by the World Wide Web has been tempered in recent years by apprehension regarding the prospects of mitigating associated online threats. Numerous safety measures exist, from legislation to technical controls. Though no doubt helpful, they are not substitutes for education and training. The current s...
Data
In this podcast, Margaret Hagood, the co-editor of the Journal of Adolescent & Adult Literacy, speaks with Soonhwa Seok about her co-authored article, Oral Reading Fluency as a Predictor of Silent Reading Fluency at Secondary and Postsecondary Levels.

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Projects

Projects (8)
Project
Students in special education and gifted and talented programs require support, education, and resources that meet their unique needs. Broad in scope, this project includes evidence-based research that has been presented at the Council for Exceptional Children (CEC) conferences.
Project
Students with disabilities require effective instruction and devices that meet their unique needs. Broad in scope, this project explores evidence-based practice in special education, with emphasis on the identification of quality indicators for assistive technology.
Project
Digital literacy comprises knowledge, skills, and behaviors thought needed to succeed in the digital age. Broad in scope, this project examines the digital propensity, preferences, and literacy of youth, focused on the use of information and communications technology.