Learning Access Toolkitfrom Dive into Divergence

For schools, colleges and universities

LearningAccessToolkit

Innovative resources to enhance understanding of learning barriers.

Engaging digital experiences and practical, adaptable strategies, empowering both staff and students to co-create accessible learning experiences.

Designed around neurodivergence. Universally impactful.

Narrated, playable, self-paced

Two minutes. The subtitles are part of the picture. A full transcript is also available.

Play

The full version of this game is part of the Learning Access Toolkit and has a range of levels/scenes and modes and allows you to play through a typical college day whilst your character experiences the impact of different learning barriers. This preview version allows you to tour the game environment as an observer, and see some of these mechanics in action without having to play through to find them. Explore the different rooms, and you will see a short sequence similar to the actual gameplay, as the scene plays out in front of you. A sign at the entrance to each room will tell you more about what’s happening.

  • ArrowsMove
  • SpaceAct
  • BBack
  • CCheck
  • PPause
  • VEase off an effect
  • MSound off

Prefer to read it? The Text button on the console gives the same tour in words.

Explore

What is inside

Engaging multi-format e-learning

A suite of core e-learning content is available as text, audio, and narrated video presentations to suit your needs and preferred way to learn.

A model-style figure of the presenter in a checked shirt, standing in an art studio with easels and stools behind him.

Self-paced modules

Structured as intuitive and modular sections that can be accessed individually, in any order, and at your own pace. Additionally, the design of the content and resources is perfect for revisiting as and when you might want, or need.

A model-style figure of a young woman in a white shirt, standing in a common room with sofas and low tables.

Game-based learning

Innovative game-based learning and other interactive elements are fundamental parts of the Learning Access Toolkit and are designed from the ground up to offer the very best of digital learning experiences for maximum engagement.

Cover art for the game. Five pixel-art students stand together in front of a campus at night.

Every section arranged the same way

The different sections in the kit follow a comprehensive and consistent structure for each to help with ease of navigation, no matter how you choose to access the toolkit. All sections include a standardised set of content for understanding the barrier and its impact, as well as tools and resources to apply your learning to environments, assessments, or professional development.

What the sections cover

  • 1

    Working memory and cognitive load

  • 2

    Attention and getting started

  • 3

    The sensory environment

  • 4

    Reading, writing and language processing

  • 5

    Emotional safety and participation

  • 6

    Social interaction and communication

  • 7

    Time, planning and transitions

  • Assessment, Meta-skills and Digital

Trust

Built to benchmarks that matter

Built to be experienced rather than read

Narrated presentations Game-based learning Self-paced modules

Accessible by design and benchmarked against WCAG 2.2 AA.

Mapped to the pedagogy, policy and professional standards you answer to.

PedagogyPolicyProfessional standards

Formatted for straightforward import into your VLE, with regional and sector versions for schools, colleges and universities.

SchoolsCollegesUniversities

Licensing

Licensed to your institution, in the format your platform needs

Tell me which platform you use, and I will either send a version already packaged for it or work with your team to prepare one.

Email me