English
Student 1 Good Student Professor English 1 February 22, 2017
Argument Essay
A Technological Approach
“Few individuals in the world are untouched by some form of technology; they wear it
on their wrists, carry it in their pockets or purses, go to sleep and wake up to it, and may even
depend on it to keep their heart beating at the right pace” (Odom et al. 3805). There is nothing
that technology cannot do. So why not use this technology to create more opportunities for
people with disabilities? The topic of disabilities has been around for hundreds of years ranging
further back than the Middle Ages where people with disabilities were pushed away from
society and thought to have demons inside of them and that the only option was to kill them
(Mackelprang 5). Since then, studies have continued to develop new ideas, the biggest
progression being in 1990 with the passing of the Americans with Disabilities Act (an anti-
discrimination law based on disability). This opened windows for people with disabilities to get
the help they need, doctors to develop new treatment plans, and researchers to develop new
technology. The biggest obstacle regarding the use of technology is the cost, however the overall
outcomes from it grossly outweighs the initial price for the devices. Also, an important thought
to keep in mind is that not every child or adult is capable of properly handling devices
(Darewych 100). It is clear that recent developments in technology have drastically increased the
health and wellness of people with cognitive disabilities through empowerment, stimulation, and
community access.
Student 2
There are several different ways to interpret certain subject matters. For the purpose of
the current argument, the following terms will be defined: cognitive- “the action or process of
knowing” (OED), disability- “a physical or mental condition that limits a person’s
movements, senses, or activities” (OED), independence - “the fact of not depending on
another…[or] individual liberty of thought or action” (OED), empowerment- “To give (a
person) the means, ability, or strength to do something” (OED), stimulation- “Excitation to
increased activity, quickening of some vital function or process” (OED), and access-“to gain
admission to” (OED). Where social circumstances often skew the meanings of words, the
definitions found in the Oxford English Dictionary work well with the topic of technology.
Technology is a way for people with disabilities to feel empowered and in control. Art
therapy is one way that people with cognitive disabilities can exercise their brain and work on
their motor skills to give them a sense of feeling empowered. Darewiych’s recent study was done
to show the use of tablets as art tools being used instead of physical art supplies. While being
able to feel the stroke of a paint brush is beneficial for most people as a form therapy, a disability
such as autism can make a child or adult more prone to triggers such as messy paint or the odors
in the paint. This is where the tablet came in to play. The participant had the ability to create their
own masterpieces with a swipe of a finger with no mess involved.
The results of the study showed a strong sense of empowerment and vision by allowing
personal choices and freedom to express their feelings and thoughts however they pleased.
However, like all technology, there is room for error. The possibility of losing a piece is likely
with the wrong push of a button. This happened during the study where “two participants
inadvertently erased their drawings when their palms touched the screen” (Darewych 101). This
minor mishap can lead to frustration, much like losing a paper that had hours of work put
Student 3 into it or a work presentation that was to be given the next day.
On the other hand, the article written by Odom and his peers address the framework
using technology when cognitively disability, specifically ASD (autism spectrum disorder)
and how their findings are the best way for a person with a cognitive disability to feel
empowered. They conclude that there are three key factors in improving behavioral,
communicative, and vocational skills of people adolescents with ASD: activity, human, and
technology (Odom et al. 3807). Activity: daily activities, work and recreation, human:
families, the adolescent with ASD, and their doctor, and technology: equipment, application,
and networking (3807). In other words, including positive experiences from these frameworks
will have the biggest effect specifically on ASD adolescents and adults while also having an
impact on other types of disabilities. Meeting daily goals is a huge way to lead a healthy
lifestyle and technology plays a vital role in that. There are speech generating programs and
stimulating games in the palm of their hands to help them achieve those goals.
Stimulating the brain is also vital to promoting the health and wellness of people with disabilities. Technology in gaming has proved to be a reliable source of therapy for cognitive
disabilities and is a way to promote active stimulation. Since the days of Pong, video games
have played an important role in developing brains. They have provided a fun way for children
and young adults to learn, absorb skills, and challenge themselves and others. An issue with
cognitive disabilities tends to be with basic motor skills, according to Durkin et al., and a
“video game play can enhance spatial skills, promote communication, offer an instructional
and tutorial role, provide feedback and control over the environment, self-confidence and self-
esteem, compensate for learning difficulties or sensory impairments, and facilitate self-help
and social skills through collaborative working” (82). There is continuing research on games
Student 4 that are being made to specifically target people with a cognitive or developmental
disability and having these in the future can help even more people at an even earlier age.
Even though using technology to help those with disabilities seems obvious, one
concern to using video games a form of therapy for people with and without disabilities is the
ability for some games to have a negative influence. A child could play a violent video game
and then reflect the actions of the computerized characters in situations that it is not
acceptable. In her research, Hamlen conducted surveys on children ranging from grade school
through high school in regards to exposure to video games. Not every child thinks the same
way, however many share common interests such as video games. Findings suggested that
playing games is a big form of motivation. In her findings, Hamlen stated: “[W]hen asked
directly about their reasons for playing the games they play most often, children ages nine
through eleven primarily cite psychological, cognitive, and visceral motivations for playing
video games” (110). The motivation to challenge themselves with a tough level on their
favorite games is stimulating the brain by overcoming obstacles and finding new and different
tasks to conquer. Using technology to its fullest extent can help people with cognitive
disabilities find their way through life no matter the obstacle.
Barriers have always been around for people with disabilities, one of the biggest being
community access. For years, people with disabilities were institutionalized when it was
unnecessary. This practice occurred well in to the late 1900s and when it ended, there was more
segregation in society. The idea of universal access is really important to have in mind because it
takes in to account access for everyone in society, not one group above another. An example of
universal access is curb cuts on street corners. Not everyone thinks about the reason they were
implemented; but the idea was to provide an easier way for people with a
Student 5 wheel chair or that are blind to navigate streets in their community. While it improves the
lives for people with disabilities, it also improves the life of a mother with a stroller or a
distracted person on their cell phone, thus creating equal access for all. This same idea holds
true for public restroom access and public transportation systems.
A common system that helps everyone in a community is its transportation systems.
Stock et al. state that technology has allowed for people that cannot obtain their driver’s
license to learn how to use public transpiration through “a lifelike public bus riding scenario
in a simulated environment to teach bus transportation skills” (263). Classes are taught to
teach people with intellectual and cognitive disabilities how to navigate around their
community. Having this skill promotes independence and is also comforting to family
members. Another helpful tool is GPS navigation. It gives step by step instructions out loud
of how to get to a destination while also listing the words and showing a picture on the screen
of a phone. It is simple enough that anyone can use it and it allows people with disabilities to
have a safety net on directions. It can be very stressful not knowing which direction to go,
however new technology has put minds at ease.
Being a part of a community means lifting each other up and finding ways for everyone to
have equal and fair opportunities. A system that struggles in a lot of communities is education for
people with intellectual disabilities. Technology has allowed for more learning to be done outside
the classroom as extra practice for people with intellectual disabilities. Dagys, Popat, and Aldersey
discuss the topic of eLearning to in community- based rehabilitation (CBR) and how it has
become a big component of inclusion in communities (849). It increases capabilities for people
with disabilities to lead a more independent life in their community and enables them for more
opportunities such as jobs or higher education.
Student 6
In conclusion, technology has had a significant impact on the development of people
with cognitive disabilities in more ways than will ever be understood. It has become a daily
part of everybody’s life and has had a significant impact on learning and integration in
communities. Without technology, people with disabilities may still have been
institutionalized, and would certainly not have opportunities to learn the basic motor skills that
are taught now. Even though the use of technology has greatly increased the health and
wellness of people with cognitive disabilities through empowerment, stimulation, and access,
there is still much more research that needs to be completed. While connecting with technology
seems progress in this day and age, there will come a time when the following statement will
seem antiquated because technology people wear may no longer be visible: “Few individuals in
the world are untouched by some form of technology; they wear it on their wrists, carry it in
their pockets or purses, go to sleep and wake up to it, and may even depend on it to keep their
heart beating at the right pace” (Odom et al. 3805).
Student 7
Work Cited
"access, n." OED Online. Oxford University Press, March 2017. Web. 16 May 2017.
"cognitive, adj." OED Online. Oxford University Press, March 2017. Web. 16 May 2017.
Dagys, Karly Michelle, Amaal Popat, and Heather Michelle Aldersey. "The Applicability of
eLearning in Community-Based Rehabilitation." Societies 5.4 (2015): 831-54.
ProQuest. Web. 9 Mar.
2017. Darewych, Olena Helen, Natalie Rae Carlton, and Kavin Wayne Farrugie. “Digital
Technology Use In Art Therapy With Adults With Developmental Disabilities.”
Journal On Developmental Disabilities 21.2 (2015): 95-102. Academic Search
Complete. Web. 8 Feb. 2017. "disability, n." OED Online. Oxford University Press, March 2017. Web. 16 May 2017.
Durkin, Kevin, et al. "Video Games for Children and Adolescents with Special Educational
Needs." Zeitschrift Für Psychologie, vol. 221, no. 2, 2013, pp. 79-89.
EBSCOhost, doi:10.1027/2151- 2604/a000138. "empowerment, n." OED Online. Oxford University Press, March 2017. Web. 16 May
2017. Gentry, Tony, et al. "Emerging New Practices in Technology to Support
Independent Community Access for People with Intellectual and Cognitive
Disabilities." Neurorehabilitation, vol. 28, no. 3, Mar. 2011, pp. 261-269.
EBSCOhost, doi:10.3233/NRE20110654. Gillespie, Alex, Catherine Best, and Brian O'Neill. "Cognitive Function and Assistive
Technology for Cognition: A Systematic Review." Journal of the International
Student 8
Neuropsychological Society : JINS 18.1 (2012): 1-19. ProQuest. Web. 28 Feb.
2017. Hamlen, Karla R. "Understanding Children’s Choices and Cognition in Video Game Play: A
Synthesis of Three Studies." Zeitschrift Für Psychologie, vol. 221, no. 2, 2013, pp.
107-114. EBSCOhost, doi:10.1027/2151-2604/a000136. "independence, n." OED Online. Oxford University Press, March 2017. Web. 16 May 2017.
Mackelprang, Romel W., and Richard O. Salsgiver. Disability: A Diversity Model Approach
in Human Service Practice. 3rd ed. Chicago: Lyceum Inc., 2015. Print. "stimulation, n." OED Online. Oxford University Press, March 2017. Web. 16 May 2017.
Student 9 Odom, Samuel, et al. "Technology-Aided Interventions and Instruction for Adolescents with
Autism Spectrum Disorder." Journal of Autism & Developmental Disorders, vol. 45,
no. 12, Dec. 2015, pp. 3805-3819. EBSCOhost, doi:10.1007/s10803-014-2320-6.