152 research outputs found
Integration of Technology Within Intervention Strategies for Students With High Functioning Autism: A Phenomenological Approach to Analyzing Educators’ Viewpoints
There is a phenomenon that exists within the Maryland State Public School System regarding technology integration within intervention strategies for students with high functioning autism (HFA). Educators have attested that there is minimally available technology for consistent use when working with their students during intervention strategies and services. Thus, when stakeholders understand the actual experiences of the professionals that work with students that have HFA on a daily basis, positive reform may occur at the immediate level by administrators within school buildings. The purpose of this study was to examine how general and special educators experienced technology use during interventions that they provided to their students with HFA. There were two main research questions: How do general and special educators describe their experiences using technology during interventions for students with HFA? What factors are IEP team committee members considering when they decide to include or refrain from adding technology accommodations within an IEP for students with HFA? The instrumentation utilized in this study was a set of open-ended questions conducted in an interview format. After careful analysis of the data collected, six main themes were detected connected to the conceptual framework of educational equity, persuasive technology, and theory of mind. The necessity of serious funding reform for technology within this particular county are the implications for future practices in the Maryland State public school system. Provision of technology including electronic devices, adequate professional development, and increased funding will equalize educational access for disabled students with HFA
Persuasive mathematics courseware design model for special need children
There has been a big growth on number of research of courseware design model for children with special needs. A lot of people interested in this topic. However, there is still lack of courseware design model for children with special needs especially in learning mathematics. Reviews from literatures indicate that content application such as courseware specifically designed to cater for the needs of children with special needs in learning is highly scarce. It is found that most of the existing content applications including courseware have focused on the needs of normal learners, in which most of this courseware means too little to the children with special needs learners with their own problem of learning difficulty. Across many courseware reviewed in this research, only two of them are for learning mathematics. Children with special needs required special module or syllabus that can fit in well with their impairment. Thus, this study aims at studying the core element needed in education courseware for children with special needs. In this study, six courseware components have been proposed; which are Structural Component, Content Composition, Design Guideline, Learning Theory, Learning Approach and Technology. To test the design model, some pre-tests and post-tests, observations and evaluations are conducted. The result of the test shows the improvement in their mathematical skill. In addition, the children have shown positive behaviour change in learning mathematics throughout the testing period. Furthermore, the result has also been acknowledged by expert as a useful learning tool for the children with special needs. In this study, MyMath has been proven to be an effective courseware for learning mathematic among children with special needs
SynApps: Children’s ASD Management Through A Mobile Application and An Interactive Biofeedback Exercise
This thesis explores how to provide better access to alternative treatment options through an immersive biofeedback exercise and mobile application for children with autism spectrum disorders (ASD). This thesis also seeks to connect children with ASD to medical professionals and treatment facilities.
This is done through a motion graphics piece depicting an abdominal breathing exercise and correlating mobile application. Users participate in biofeedback exercises in which their real-time biofeedback is monitored, transmitted to the mobile application, and reflected to the user. The mobile application analyzes and identifies physiological signals and detects what feedback is most useful to help the individual meet goals of increased vagal tones. Increased vagal tones correlates with high frequency heart rate variability. The game promotes self-awareness and self-regulation through abdominal breathing, heart rate variability, and mindfulness.
If done consistently, biofeedback exercises may help re-train the body’s response to stressful situations, leading to function and behavioral improvements in everyday life. Additionally, this treatment application aims to be a preventative health option for children with ASD as a means to hopefully diminish the lifetime costs of care.
This topic is important to the field of design and the broader community because it utilizes the power of design, motion, and interactive technology to potentially bring about improvements to the lives of children with ASD. Furthermore, this thesis unifies design with science as a means to bring better health care access and support services to people with ASD
The design principles of edutainment system for autistic children with communication difficulties
The number of children with autism is increasing worldwide. Children with autism face three major problems; socializing, communicating, and behaviour. Approximately 50% of all individuals with autism have difficulties in developing functional language owing to communication deterioration. Mobile devices with installed educational games help these individuals feel more comfortable and relaxed doing such activities. Although numerous mobile applications are available for
individuals with autism, they are difficult to use; particularly in terms of user-interface
design. This study analysed the existing apps in order to determine the design principles applicable to the Edutainment App being studied. Five applications were involved in this analysis. As outlined in the objectives of this study, identifying these design principles is important in designing the app. The analysis identified fifteen suggestions for the design principles. These suggestions addressed, simple interfaces; image size; number of pictures; home page icon; colour; having images identical to real life objects; the use of caregivers; navigation; password-protection; audio
appropriate to the images; the app language used; evaluating parameters to measure the child’s growth; option for photo loading; PECS-based communication; and sentence pronunciation function. These recommendations are offered by this study towards designing and developing a prototype app for autistic children. This study introduces an edutainment-system design principle formulated to help develop the communication skills of children with autism-spectrum disorders. This study also
describes the design, implementation, and evaluation of the ICanTalk app-a mobile
edutainment app that can be used to improve users’ understanding and communication skills and help them to connect with society and the surrounding environment particularly for autistic children with communication difficulties. This app allows caregivers to create personalized content using pictures and audio on their mobile devices (tablets). The evaluation of the app by teachers suggests that it is useful and easy-to-use. In conclusion, based on the evaluation results, it is found that the ICanTalk app is effective in helping autistic children with communication difficultie
Autism Spectrum Disorders: Guide to Evidence-Based Interventions
This Guide, produced by the Missouri Autism Guidelines Initiative, describes evidence-based interventions for individuals with autism spectrum disorders (ASDs) based on six recent nationally recognized systematic research reviews. The document provides information and tools to support individuals with ASDs and their families and to assist healthcare professionals, educators, and other community-based service providers in making informed decisions about selection, implementation, and monitoring of ASD interventions
Educator Perceptions of Visual Support Systems and Social Skills for Young Adults with Autism Spectrum Disorders
Young adults with Autism Spectrum Disorder (ASD) face unique social skills challenges as they transition into independent living environments and seek fulfilling relationships within their communities. Research has focused on social education and interventions for children with autism, while transitioning young adults with ASD have received insufficient attention. The purpose of this multisite case study was to explore perceptions of school personnel related to the use of visual support system (VSS) technology and enhancement of social skillsets for young adults with ASD. Information processing theory and social learning theory provided the research framework. Research questions addressed perceptions related to the utility of VSS technology and social skills teaching strategies. Interviews were conducted with 11 special education administrators, teachers, and intervention specialists from 3 different programs in the United States. Data from interviews and field notes were analyzed using open, axial, and selective coding; themes such as social skills, video-modeling, learning strategies, use of visual technology, and cognition emerged. Participants indicated that exploring cognitive learning strategies underpinned with VSS technology provided alternative methods to teach social skills in classroom settings. They identified the need for more funding for VSS technologies for all learners. Implications for social change include that social skills and critical thinking skills can be enhanced by learning through the use of VSS technology. Empowering young adults with ASD to participate with greater confidence in learning situations and in social situations will support their efforts to be more comfortable and to interact more appropriately in work and community interactions
SELF-IMAGE MULTIMEDIA TECHNOLOGIES FOR FEEDFORWARD OBSERVATIONAL LEARNING
This dissertation investigates the development and use of self-images in augmented reality systems for learning and learning-based activities. This work focuses on self- modeling, a particular form of learning, actively employed in various settings for therapy or teaching. In particular, this work aims to develop novel multimedia systems to support the display and rendering of augmented self-images. It aims to use interactivity (via games) as a means of obtaining imagery for use in creating augmented self-images. Two multimedia systems are developed, discussed and analyzed. The proposed systems are validated in terms of their technical innovation and their clinical efficacy in delivering behavioral interventions for young children on the autism spectrum
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