Consumer-grade digital fabrication such as 3D printing is on the rise, and we believe it can be leveraged to great benefit in special education. Although 3D printing is infiltrating mainstream education, little research has explored 3D printing in the context of students with special support needs. We describe our studies on this topic and the resulting contributions. We initially conducted a formative study exploring the use of 3D printing at three locations serving populations with varying ability, including individuals with cognitive, motor, and visual impairments. We found that 3D design and printing perform three functions in special education: (1) STEM engagement, (2) creation of educational aids for accessible curriculum content, and (3) making custom adaptive devices. As part of our formative work, we also discussed a case study in the codesign of an assistive hand grip created with occupational therapists at one of our investigation sites. This work inspired further studies on the creation of adaptive devices using 3D printers. We identified the needs and constraints of these therapists and found implications for a specialized 3D modeling tool to support their use of 3D printers. We developed GripFab, 3D modeling software based on feedback from therapists, and used it to explore the feasibility of in-house 3D object designs in support of accessibility. Our contributions include case studies at three special education sites and discussion of obstacles to efficient 3D printing in this context. We have extended these contributions with a more in-depth look at the stakeholders and findings from GripFab studies. We have expanded our discussion to include suggestions for researchers in this space, in addition to refined suggestions from our earlier work for technologists creating 3D modeling and printing tools, therapists seeking to leverage 3D printers, and educators and administrators looking to implement these design tools in special education environments.
This mixed-method study assessed the impact of an internet-based, self-management intervention (“HeLP-Diabetes”) on the psychological well-being of adults with type 2 diabetes. Nineteen participants were recruited from 3 general practices. Data were collected at baseline and at 6 weeks follow-up. Access to HeLP-Diabetes was associated with a significant decrease in participants' diabetes-related distress (Z = 2.04, p = 0.04, and d = 0.28). No significant differences were found in emotional distress or self-efficacy. The qualitative data found that participants reported improvements including increased self-efficacy and support, better management of low mood, greater diabetes awareness, and taking the condition more seriously. Participants also reported making improvements to their eating habits, exercise routine, and medical management. Some negative experiences associated with using the intervention were mentioned including feelings of guilt for not using the intervention as suggested or not making any behavioral changes, as well as technical and navigational frustrations with the intervention. Internet-based self-management interventions may have the potential to decrease diabetes-related distress in people with type 2 diabetes. The qualitative data also suggests internet interventions can positively impact both psychological and behavioural outcomes of adults with type 2 diabetes.
An increasing number of online communities support the open-source sharing of designs that can be built using rapid prototyping to construct physical objects. In this paper, we examine the designs and motivations for assistive technology found on Thingiverse.com, the largest of these communities at the time of this writing. We present results from a survey of all assistive technology that has been posted to Thingiverse since 2008 and a questionnaire distributed to the designers exploring their relationship with assistive technology and the motivation for creating these designs. The majority of these designs are intended to be manufactured on a 3D printer and include assistive devices and modifications for individuals with disabilities, older adults, and medication management. Many of these designs are created by the end-users themselves or on behalf of friends and loved ones. These designers frequently have no formal training or expertise in the creation of assistive technology. This paper discusses trends within this community as well as future opportunities and challenges.
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