828 research outputs found

    Didactic Software for Autistic Children

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    In this paper we describe the aims and requirements of a project devoted to designing and developing Open Source didactic Software (SW) for children in the autism disorder spectrum, conforming to the Applied Behaviour Analysis (ABA) learning technique. In this context, participatory design with therapists and child?s parents is necessary to ensure a usable product that responds to these children?s special needs and respects education principles and constraints of the ABA methodology

    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

    Testing literacy educational software to develop design guidelines for children with Autism

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    Multimedia computer programs have been found to facilitate learning in children with Autistic Spectrum Disorders (ASD). However, the effectiveness of these resources is limited due to poor design or a lack of consideration of the ASD cognitive profile, particularly at the lower-functioning end of the spectrum. This paper attempts to tackle the problem of the lack of design guidelines, with the aim of facilitating the development of effective educational programs for children with severe ASD. The case study reported here evaluated two literacy educational computer programs, by observing five low-functioning children with ASD, compared to five neurotypical children (control cases). The two types of reading-support software contrasted in the study presented different characteristics. The children’s data analysed here concern observations of child-software interactive sessions based on video recordings and coded for attention deployment to each program, including motivation and engagement indicators. The results identify different patterns in the responses of the children with ASD when using the two types of software. On the basis of this case study and work by other authors, a set of guidelines is proposed, that are intended to help in designing effective educational programs for children with severe ASD. The guidelines emphasize a multi-disciplinary framework using methodologies from various research areas including software engineering, Human Computer Interaction (HCI), Child Computer Interaction (CCI), mental health, education and neuropsychology

    Assisting Children Action Association Through Visual Queues and Wearable Technology

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    Autism Spectrum Disorder makes it difficult to for a child communicate, have social interactions and go through daily life. Visual cues are often used to help a child associate an image with an event. With technology becoming more and more advanced, we now have a way to remind a child of an event with wearable technology, such as a watch. This new technology can help a child directly with the Visual Scheduling Application and various other applications. These applications allow children and their families to be easily able to keep track of the events on their schedule and notify them when an event occurs. With the Autism Management Platform and related website, a parent can easily create events to help a child throughout the day. The child can associate an image with events, allowing for a clearer understanding of what to do when an event occurs. Wearable technology has become a new way to interact with the user in a very unobtrusive manner. With this new technology, we can help associate a visual event to a child’s schedule and interrupt when needed to help make the child’s life easier on a daily basis

    Android Maze Game for Children as an Autism Therapy

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    Smartphone technology is increasingly used to help things in everyday life and becoming more sophisticated in mobile application. Nowadays it use to handling children with special needs, particularly children with autism. A game application could provide the therapist with game module and approach that is suitable for them to conduct the therapy. This study identify an alternative option of edutainment design that may be usable for ASD's children. The study in an autism therapy field can be improved in this research by using motion sensors on mobile devices tools to facilitate them. Therefore, we have develop an android application of a maze game that are suitable to use as a medium for play therapy specially for children with autism. The game is simple, easy to use and integrates interactivity and fun activities where user can learn more than just a common game
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