7,064 research outputs found

    The use of humor by an adolescent with autism spectrum disorder

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    The aim of this study was to describe the humor use by an 11-year-old adolescent with ASD. Through an iterative coding process to identify a successful, unsuccessful, and neutral rating of instances of humor, we describe how does an adolescent with ASD uses humor and the functions humor serves in his interactions with a friend. We describe the personal and environmental factors that support the successful use of humor. The adolescent used two main types of humor (self-initiated and environmentally-initiated), consisting of two forms (verbal and physical). We describe 12 main behavioral indicators to identify the instances of humor. Humor appeared to sever as a means of engaging his friend and he appeared to be most successful in using humor with his friend when in a familiar environment and engaging in a familiar activity. The implications for future research are discussed

    Teaching Language to Students with Autism

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    This meta-synthesis of the literature on methods of instruction to students with ASD examines the various methods of teaching language to students with ASD. While each student learns language at his or her own pace, the author has found that certain methods yield results quicker, and these methods need to be examined critically for any literature on their reliability, efficacy, and scientific research. If a student with autism can be taught language quickly, therefore mitigating any further delays in academic development relative to peers, then this methodology should be made accessible to all teachers of such students

    The nature of friendship between students with and without severe disabilities

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    Friendships are developmentally important and personally beneficial relationships for all children and youth. Despite emphasis from families and educators of students with severe disabilities on the importance of promoting and supporting friendships with their typically developing (TD) peers in inclusive settings, such relationships remain infrequent. We conducted an integrative thematic literature review of research that directly examined the nature of friendship between students with and without severe disabilities to better understand how researchers define friendship, identify participants, and confirm participants’ friendships. Implications for future research are discussed. We also sought to identify themes in extant research to guide future intervention. The thematic findings point to the importance of adults providing direct support while fading their proximity to students, and of TD peers negotiating the ongoing tension between the roles of helper and friend.Accepted manuscrip

    Icanlearn: A Mobile Application For Creating Flashcards And Social Stories\u3csup\u3etm\u3c/sup\u3e For Children With Autistm

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    The number of children being diagnosed with Autism Spectrum Disorder (ASD) is on the rise, presenting new challenges for their parents and teachers to overcome. At the same time, mobile computing has been seeping its way into every aspect of our lives in the form of smartphones and tablet computers. It seems only natural to harness the unique medium these devices provide and use it in treatment and intervention for children with autism. This thesis discusses and evaluates iCanLearn, an iOS flashcard app with enough versatility to construct Social StoriesTM. iCanLearn provides an engaging, individualized learning experience to children with autism on a single device, but the most powerful way to use iCanLearn is by connecting two or more devices together in a teacher-learner relationship. The evaluation results are presented at the end of the thesis

    Autism and the U.K. secondary school experience

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    This research investigated the self-reported mainstream school experiences of those diagnosed on the autistic spectrum compared with the typically developing school population. Existing literature identifies four key areas that affect the quality of the school experience for students with autism: social skills, perceived relationships with teaching staff, general school functioning, and interpersonal strengths of the young person. These areas were explored in a mainstream U.K. secondary school with 14 students with autism and 14 age and gender matched students without autism, using self-report questionnaires and semi-structured interviews. Quantitative analyses showed consistent school experiences for both groups, although content analysis of interview data highlighted some differences in the ways in which the groups perceive group work, peers, and teaching staff within school. Implications for school inclusion are discussed, drawing attention to how staff awareness of autism could improve school experience and success for students with autism attending mainstream schools

    Assessment of postural, locomotor, and physical fitness status in individuals with intellectual and developmental disabilities

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    Introduction: Postural control and locomotion deficits can be observed during the early years of childhood development and throughout life. For those with disabilities, these deficits can advance past the development years and into adolescence and adulthood while affecting the quality of life and daily activity. Finding interactive rehabilitative activities to delay or limit these deficits is essential for people with disabilities to improve their quality of life, inclusion, and overall movement. Adapted physical activity/sports like badminton and virtual reality could promote improvements in postural and locomotor status for young adults with intellectual and developmental disabilities like cerebral palsy (CP), intellectual disability (ID), and autism spectrum disorder (ASD). Purpose: These studies aim to assess the postural and locator status of young adults with intellectual and developmental disabilities after participating in a 12-week badminton and intensive virtual reality programs. Methods: Study A will follow a multiple baseline approach to access postural control, locomotion, and areas of physical fitness in young adults with IDD utilizing the immersive virtual reality game Fruit Ninja™ while study B will follow and repeated measures design accessing static postural control for students in a comprehensive transition program for intellectual disabilities at a southeastern university

    Using Two iPad® Apps that Provide Graphic Organizers and Explicit Curricular Vocabulary Instruction for Students with Autism Spectrum Disorder: A Single Subject Multiple Probe Study

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    This study represents a quantitative approach to research, which was focused on information retrieval in children with autism spectrum disorder (ASD), who attended inquiry-based classes in British international primary schools in Hong Kong. A single-subject multiple probe across behaviors, with concurrent replication across five participants, was the research design, which was used to study the effects of both the Popplet app and Futaba Classroom Games for Kids app on the ability of 7-11 year old children with ASD to learn vocabulary words for an International Baccalaureate Primary Years Programme (PYP) Unit of Inquiry. The study also examined the effects of the use of these two apps on the ability of each participant to use those vocabulary words during speaking activities in the inclusive classroom and on the end-of-unit reflection sheet. In order to collect data, the researcher used: (a) probe sessions, (b) systematic observations during lessons, and (c) analysis of written or verbal responses for the end-of-unit reflection sheet. Graphic analysis was conducted through visual inspection of graphs as well as by calculation of: (a) data trends, (b) absolute level change, (c) relative level change, (d) level stability, and (e) the percentage of non-overlapping data (PND). The results indicated a functional relationship between the intervention and the ability of each participant to learn and use targeted vocabulary words

    The effects of cooperative and competitive games on classroom interaction frequencies

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    This research looks at the effects of playing cooperative and competitive computer games on pupils’ classroom interaction frequency, as an index of their cooperation and engagement in class. It was predicted that students who played a cooperative game would receive higher teacher ratings of classroom interaction frequency, whereas students who played a competitive game would receive lower teacher ratings of classroom interaction frequency. Thirty-two school children with behaviour and learning difficulties played either a cooperative or competitive version of the Wii for a week. The pre- and post-game classroom interaction scores were different for the cooperative and competitive game conditions in the predicted directions. The findings suggest that cooperative games may benefit the social interaction of pupils within the classroom

    The Development of an Escape Room-Based Serious Game to Trigger Social Interaction and Communication Between High-Functioning Children With Autism and Their Peers:Iterative Design Approach

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    Background: Children with autism spectrum disorder (ASD) have social deficits that affect social interactions, communication, and relationships with peers. Many existing interventions focus mainly on improving social skills in clinical settings. In addition to the direct instruction-based programs, activity-based programs could be of added value, especially to bridge the relational gap between children with ASD and their peers. Objective: The aim of this study is to describe an iterative design process for the development of an escape room-based serious game as a boundary object. The purpose of the serious game is to facilitate direct communication between high-functioning children with ASD and their peers, for the development of social skills on the one hand and strengthening relationships with peers through a fun and engaging activity on the other hand. Methods: This study is structured around the Design Research Framework to develop an escape room through an iterative-incremental process. With a pool of 37 children, including 23 children diagnosed with ASD (5 girls) and 14 children (7 girls) attending special primary education for other additional needs, 4 testing sessions around different prototypes were conducted. The beta prototype was subsequently reviewed by experts (n=12). During the design research process, we examined in small steps whether the developed prototypes are feasible and whether they have the potential to achieve the formulated goals of different stakeholders. Results: By testing various prototypes, several insights were found and used to improve the design. Insights were gained in finding a fitting and appealing theme for the children, composing the content, and addressing different constraints in applying the goals from the children's and therapeutic perspectives. Eventually, a multiplayer virtual escape room, AScapeD, was developed. Three children can play the serious game in the same room on tablets. The first test shows that the game enacts equal cooperation and communication among the children. Conclusions: This paper presents an iterative design process for AScapeD. AScapeD enacts equal cooperation and communication in a playful way between children with ASD and their peers. The conceptual structure of an escape room contributes to the natural emergence of communication and cooperation. The iterative design process has been beneficial for finding a constructive game structure to address all formulated goals, and it contributed to the design of a serious game as a boundary object that mediates the various objectives of different stakeholders. We present 5 lessons learned from the design process. The developed prototype is feasible and has the potential to achieve the goals of the serious game
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