Technologies that will change special education

By: | July 27, 2018

Augmented reality

Brain Power is a digital coach that empowers children and adults with autism to teach themselves social and cognitive skills.

NuEyes is a lightweight, wireless, head-worn, voice activated device for the visually impaired

Link to main story: Edtech equalizers in special education

RightHear is an accessibility solution for the blind and visually impaired.

ViTAL translates visual content into content that can be seen, heard and felt on touchscreens.


Tippy Talk allows a nonverbal person to communicate by translating pictures into text messages.

Proloquo2Go is a picture-based communication system; when a student taps a picture of “home” the device verbalizes the word, “home.”

Read & Write, a Chrome extension, reads text from any website aloud

SnapType, an app, scans and enlarges worksheets, which students can then type on

UbiDuo 2 bridges the face-to-face communication gap for individuals who are deaf/hard of hearing

Eye-gaze technology

Eyegaze Edge, an eye-operated communications system, allows students to generate speech by “typing” or selecting pre-programmed phrases

EyeMobile Plus combines eye tracking, speech recognition and IR for hands-free access to WIN 10.


Leka is an interactive robotic companion designed specifically for children with special needs, autism and other developmental disabilities.

Robots4Autism (Milo & Jett) and Nao are other examples of robots used in the special education market.,

Wonder Workshop’s CleverBots can be programmed by children to mimic human behaviors.


CareRing is a wireless wearable technology that increases the safety and well-being of persons suffering from cognitive disorders such as Alzheimer’s and Autism.

Wearable Therapeutics provides high quality, effective and safe solutions for rapid anxiety relief. Snug Vest delivers “deep pressure therapy”—a firm, hugging sensation that has a proven calming and relaxing effect.

GlassOuse is a lightweight wearable that lets users navigate devices by using their head as a mouse.

Sources: Kevin Custer, Arc Capital Development; Melissa Corto, Education Modified

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