In this contribution I discuss what has been called “disability simulation activities”. They consist of learning activities designed to make non-disabled learners experience certain aspects of having a disability (Nario-Redmond et al., 2017; McKenney, 2018). For example, if I sit in a wheelchair and use it for several hours, I may begin behaving in ways similar to those of a wheelchair user and gain a partial understanding of their experience.
The learning activity may consist of performing the task, but it can be enriched by incorporating opportunities for reflection, reporting and feedback. For instance, other students or teaching staff may act as observers, taking field notes during the simulation. After the task, students could write or discuss their reflections. Based on these observations and reflections, students might then develop intervention proposals, either in small groups or as a whole class.
Disability simulation activities present a fundamental problem: they involve simulating the experience of someone you are not and encountering realities you do not habitually experience. The experience is alien to your embodied design as a living human being. It is not like playing with a flight simulator (where the player may one day become a pilot and drive an airplane); it is not a role-playing exercise for a professional capacity for which you are being trained, as practiced in the teaching of technical professions, because the player is not in the process of becoming disabled. The lesson learned is not a practical lesson for someone who has to live with a disability. Rather, it offers insight into how
other people experience and manage things. Consequently, disability simulations can never fully capture the lived reality of impairment and the systemic challenges of ableism.
This problem is linked to the somewhat ‘amusing’ nature of these activities. Laughter and its related phenomenology tend to arise from encountering something new and unusual. For a wheelchair user, moving down the street is neither new nor interesting; it is simply part of daily life. If a person without impairments finds this experience amusing, it is probably because they are engaging in something different. A playful or fun-seeking attitude toward the activity may interfere with critical reflection and should be avoided or, better yet, consciously overcome. Critical reflection requires moving beyond the initial response of laughter, to bridge the gap between normative and disabled experiences, connecting the student’s everyday perspectives with the lived realities of persons with impairments.
Cone and Cone (2016) discuss aspects of the contrast between the ‘normal student’ and the ‘disabled person’ in disability simulations: they suggest that, in these activities, students are “trying on” a disability, beginning from their standard identity position as ‘common individuals . In a culture dominated by deficit-based notions of disability, the student may focus particularly on what people with disabilities cannot do rather than what they can do. This focus can lead to negative reflection and reporting rather than a focus on the functional, practical and social aspects of the disabled experience. Such a deficit-oriented bias may also cause students to feel frustration or embarrassment regarding the problematic.
Such interpretations highlight the experiential gap between normativity and disability in contemporary society and can serve as an entry point for meaningful discussion. Of course, the social model perspective of disability that underpins this proposal is incompatible with a deficit approach. A simulation activity can offer an opportunity to contrast a functional perspective with a deficit model. To achieve this, two key factors are necessary (1) adequate theoretical grounding before the activity, and (2) adequate guidelines to support and frame the activity.
Disability simulation activities have been promoted for their capacity to:
- offer students opportunities to understand and describe the environmental barriers encountered by people with disabilities and to think about how the environment can be altered to overcome barriers;
- experience the attitudes and behaviours addressed at them by others during the activity, thus understanding stigmatization from the position of the stigmatized person;
- modify the students’ attitudes towards disability and disabled people;
- increase feelings of empathy toward people with disabilities.
These four motives or purposes align with experientialist pedagogy and fit well with the sequence proposed in Kolb’s (1984) model: The student reflects on the observations made during the experience, focusing on environmental barriers and on the reactions of others. These reflections aim to modify attitudes and feelings, fostering a learning process that integrates both cognitive and emotional change.
The most common disability simulations involve moving around in a wheelchair; followed by navigating blindfolded. These two designs correspond to conventional notions of disability, related, respectively, to mobility/posture and perception, with the wheelchair often serving as the standard symbol of physical disability. Simulations focused on mobility and blindness tend to prompt analyses of the physical design of environments, often accompanied by reflections on the reactions of others.
In this proposal, I introduce a distinctive variation on the classical physical/perceptual disability simulation, where students can reflect about aspects of communicative and cognitive impairments. Unlike traditional disability simulations that rely on garments or artifacts (such as blindfolds or wheelchairs), these simulations require students to consciously alter their thinking or behavior to reflect specific impairments. For example, students might be instructed to delay each move or action by a few seconds, experiencing activities with slowness and delay; or to remain silent throughout social interactions.
In section 3 of this proposal I outline a design for implementing the standard ‘wheelchair’- disability simulation. In section 4 I explore one of the possible distinctive variations: A disability simulation where the student is required to delay their actions and movements.