Kevin Berner, OT, OTD, OTR, ATP, is an occupational therapist, certified assistive technology professional, and Assistant Professor in the Department of Occupational Therapy at the Mass General University of Health Professions. With more than 20 years of clinical experience, he has worked with individuals across the lifespan in hospitals, long-term care, school-based practice, and community settings. His clinical and scholarly expertise focuses on assistive technology, accessibility, neurological rehabilitation, and interprofessional practice, with an emphasis on using technology to enhance participation, independence, and quality of life.
Dr. Berner earned his Bachelor’s, Master’s, and Doctoral degrees from Boston University, where he also served as faculty in both the entry-level and post-professional Occupational Therapy Doctorate programs before joining Mass General University. At the university, he teaches and coordinates courses in assistive technology, professional reasoning, and occupational therapy practice across settings, preparing students to develop innovative, person-centered approaches to care. Dr. Berner is an active member of the American Occupational Therapy Association (AOTA), serving as editor in the Work and Industry Special Interest Section.
In addition to his teaching and clinical work, Dr. Berner serves as the inaugural coordinator of the STITCH Lab Makerspace and co-chair of the Intercollegiate Assistive Technology Hackathon. Through these initiatives, he brings together students, clinicians, engineers, and people with disabilities to co-design practical solutions that address real-world challenges. He has presented at local and national conferences as well as institutions of higher education on topics related to assistive technology and rehabilitation.
- Bachelor of Science, Human Physiology, Boston University
- Master of Science, Occupational Therapy, Boston University
- Doctor of Occupational Therapy, Occupational Therapy, Boston University
- Assistive technology
- Neurological rehabilitation
- Accessibility
- Adaptive gaming
These scholarly works reflect a coherent program of research focused on assistive technology, participation, and inclusive gaming. Beginning with a scoping review of speech recognition technologies for people with disabilities (2023), the work established a foundation in understanding technology access and use. Subsequent studies examined innovative models for assistive technology development through interprofessional hackathons, first evaluating program outcomes (2024) and then exploring co-designer perspectives (2026). Parallel work investigated the meaning and purpose of digital and adapted gaming (2025), culminating in the usability evaluation of the Gaming Adaptation, Modifications and Experience (GAME) tool (2026), which translates emerging evidence into a practical assessment resource for inclusive gaming participation.
Usability analysis of the gaming adaptation, modifications and experience (GAME) tool
Intercollegiate AT Hackathon: The perspectives of co-designers
Meaning and purpose of digital and adapted gaming: A scoping review