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Technologies · Year 3

Active learning ideas

Designing for Everyone

Active learning helps Year 3 students grasp accessibility by making abstract concepts concrete through hands-on experiences. Simulating challenges and redesigning interfaces let students personally encounter barriers, which builds empathy and deepens understanding more effectively than abstract discussion alone.

ACARA Content DescriptionsAC9TDE4P01
25–50 minPairs → Whole Class4 activities

Activity 01

Placemat Activity25 min · Pairs

Empathy Pairs: Simulated Use

Pairs select a simple tech toy or app screenshot. One student simulates a disability, like low vision with blurred glasses or one hand tied, and tries to use it while the partner times and notes barriers. Switch roles, then brainstorm one quick fix together.

Analyze how different abilities might influence technology use.

Facilitation TipDuring Empathy Pairs, provide students with blindfolds and noise-canceling headphones to simulate visual and auditory challenges, but ensure safety and comfort.

What to look forPresent students with images of common digital interfaces (e.g., a simple app login screen, a website button). Ask them to identify one potential barrier for a user with a specific disability (e.g., small text for someone with low vision, a complex button for someone with motor difficulties) and explain why it's a barrier.

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Activity 02

Placemat Activity45 min · Small Groups

Redesign Stations: Interface Mods

Set up stations with everyday items like remote controls or button boards. Small groups modify one item per station for a specific ability, such as adding tactile markers or larger grips. Rotate stations, test each other's changes, and vote on best ideas.

Justify the inclusion of diverse perspectives in product design.

Facilitation TipAt Redesign Stations, circulate with a checklist of accessibility features to prompt students to consider alternatives like larger buttons or voice commands.

What to look forPose the question: 'Imagine you are designing a new drawing app for tablets. What are two different types of users you should think about, and what specific features would you include to make your app easy for them to use?' Facilitate a class discussion where students share their ideas and justify their design choices.

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Activity 03

Placemat Activity30 min · Whole Class

Whole Class Critique: App Analysis

Project images of child-friendly apps. As a class, discuss what works and what does not for different users. Vote on priority changes, then pairs sketch one improved screen before sharing.

Construct modifications to an existing interface to enhance accessibility.

Facilitation TipFor Whole Class Critique, display student redesigns side-by-side with original interfaces to highlight improvements and foster discussion.

What to look forGive students a simple digital task, like 'change the font size on a simulated webpage.' Ask them to write down one way they could make this task easier for someone who has trouble using a mouse or has difficulty reading small text.

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Activity 04

Placemat Activity50 min · Small Groups

Prototype Challenge: Inclusive Game

In small groups, design and build a simple game controller from recyclables that works for varied abilities. Test prototypes across the class and refine based on feedback.

Analyze how different abilities might influence technology use.

Facilitation TipIn Prototype Challenge, provide craft materials like large buttons or textured paper so students can physically create inclusive game controls.

What to look forPresent students with images of common digital interfaces (e.g., a simple app login screen, a website button). Ask them to identify one potential barrier for a user with a specific disability (e.g., small text for someone with low vision, a complex button for someone with motor difficulties) and explain why it's a barrier.

UnderstandAnalyzeEvaluateSelf-AwarenessRelationship Skills
Generate Complete Lesson

A few notes on teaching this unit

Teachers should model empathy by participating in simulations themselves, as this builds credibility with students. Avoid assuming students will intuitively understand barriers; instead, guide them through guided reflection after each activity. Research suggests that short, focused empathy exercises work better than prolonged simulations, which can overwhelm or distract from the learning goal.

Successful learning shows when students can explain why certain design choices exclude users and how small modifications can include more people. They should justify their redesigns with clear reasoning and use empathy to guide their design decisions.


Watch Out for These Misconceptions

  • During Empathy Pairs, students may think accessibility features are only needed for people with disabilities.

    During Empathy Pairs, set up stations where students experience tasks with simulated barriers (e.g., blurred vision, limited hand movement) and then discuss how these barriers also affect everyone in different situations, like reading a phone in bright sunlight or using a device with gloves.

  • During Redesign Stations, students may believe making tech accessible reduces fun or makes it boring.

    During Redesign Stations, provide examples of inclusive designs that enhance creativity, such as a drawing app with voice-to-text or customizable brush sizes, to show students how accessibility can add new possibilities.

  • During Whole Class Critique, students may assume designers automatically consider everyone without input.

    During Whole Class Critique, display a simple interface and ask students to identify who might be left out, then discuss how diverse input could improve the design, emphasizing that even small changes make a big difference.


Methods used in this brief