8,800 research outputs found

    Human-centred design methods : developing scenarios for robot assisted play informed by user panels and field trials

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    Original article can be found at: http://www.sciencedirect.com/ Copyright ElsevierThis article describes the user-centred development of play scenarios for robot assisted play, as part of the multidisciplinary IROMEC1 project that develops a novel robotic toy for children with special needs. The project investigates how robotic toys can become social mediators, encouraging children with special needs to discover a range of play styles, from solitary to collaborative play (with peers, carers/teachers, parents, etc.). This article explains the developmental process of constructing relevant play scenarios for children with different special needs. Results are presented from consultation with panel of experts (therapists, teachers, parents) who advised on the play needs for the various target user groups and who helped investigate how robotic toys could be used as a play tool to assist in the children’s development. Examples from experimental investigations are provided which have informed the development of scenarios throughout the design process. We conclude by pointing out the potential benefit of this work to a variety of research projects and applications involving human–robot interactions.Peer reviewe

    Creative interactions with data: using visual and metaphorical devices in repeated focus groups

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    This article presents some of the emergent methods developed to fit a study of quality in inclusive research with people with learning disabilities. It addresses (i) the ways in which the methodology was a response to the need for constructive, transformative dialogue through useof repeated focus groups in a design interspersing dialogic and reflective spaces; and (ii) how stimulus materials for the focus groups involved imaginative and creative interactions with data. Particular innovations in the blending of narrative and thematic analyses and data generation and analysis processes are explored, specifically the creative use of metaphor as stimulus and the playful adaptation of I-poems from the Listening Guide approach as writing and performance. In reflecting on these methodological turns we also reflect on creativity as an interpretive lens. The paper is an invitation for further methodological dialogue and development

    Therapeutic and educational objectives in robot assisted play for children with autism

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    “This material is presented to ensure timely dissemination of scholarly and technical work. Copyright and all rights therein are retained by authors or by other copyright holders. All persons copying this information are expected to adhere to the terms and constraints invoked by each author's copyright. In most cases, these works may not be reposted without the explicit permission of the copyright holder." “Copyright IEEE. Personal use of this material is permitted. However, permission to reprint/republish this material for advertising or promotional purposes or for creating new collective works for resale or redistribution to servers or lists, or to reuse any copyrighted component of this work in other works must be obtained from the IEEE.” DOI: 10.1109/ROMAN.2009.5326251This article is a methodological paper that describes the therapeutic and educational objectives that were identified during the design process of a robot aimed at robot assisted play. The work described in this paper is part of the IROMEC project (Interactive Robotic Social Mediators as Companions) that recognizes the important role of play in child development and targets children who are prevented from or inhibited in playing. The project investigates the role of an interactive, autonomous robotic toy in therapy and education for children with special needs. This paper specifically addresses the therapeutic and educational objectives related to children with autism. In recent years, robots have already been used to teach basic social interaction skills to children with autism. The added value of the IROMEC robot is that play scenarios have been developed taking children's specific strengths and needs into consideration and covering a wide range of objectives in children's development areas (sensory, communicational and interaction, motor, cognitive and social and emotional). The paper describes children's developmental areas and illustrates how different experiences and interactions with the IROMEC robot are designed to target objectives in these areas.Final Published versio

    Therapeutic and educational objectives in robot assisted play for children with autism

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    “This material is presented to ensure timely dissemination of scholarly and technical work. Copyright and all rights therein are retained by authors or by other copyright holders. All persons copying this information are expected to adhere to the terms and constraints invoked by each author's copyright. In most cases, these works may not be reposted without the explicit permission of the copyright holder." “Copyright IEEE. Personal use of this material is permitted. However, permission to reprint/republish this material for advertising or promotional purposes or for creating new collective works for resale or redistribution to servers or lists, or to reuse any copyrighted component of this work in other works must be obtained from the IEEE.” DOI: 10.1109/ROMAN.2009.5326251This article is a methodological paper that describes the therapeutic and educational objectives that were identified during the design process of a robot aimed at robot assisted play. The work described in this paper is part of the IROMEC project (Interactive Robotic Social Mediators as Companions) that recognizes the important role of play in child development and targets children who are prevented from or inhibited in playing. The project investigates the role of an interactive, autonomous robotic toy in therapy and education for children with special needs. This paper specifically addresses the therapeutic and educational objectives related to children with autism. In recent years, robots have already been used to teach basic social interaction skills to children with autism. The added value of the IROMEC robot is that play scenarios have been developed taking children's specific strengths and needs into consideration and covering a wide range of objectives in children's development areas (sensory, communicational and interaction, motor, cognitive and social and emotional). The paper describes children's developmental areas and illustrates how different experiences and interactions with the IROMEC robot are designed to target objectives in these areas

    Engaging students with intellectual disabilities through location based games based learning

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    Learning, is both an emotional and cognitive process and according to researchers and teachers worldwirde, when players are engaged in activities that are intrinsically motivating, they are more prone to demonstrate deep learning. Since 1981 when Malone used digital games as a medium in order to analyze intrinsic motivation, digital games have been reported to stimulate the students’ interest, while motivating them to deploy control, curiosity and imagination. Studies within our research grouping have shown that Digital Games Based Learning (DGBL) can have a positive effect on some of the core development needs of people with Intellectual disabilities and associated sensory impairments. One current are of interests is the expansion of DGBL activities on mobile platforms. The RECALL Project describes the development and evaluation of a novel route learning system for people with disabilities using locative based services (on the Android OS) and is the output of a EU award (504970-LLP-1-2009-1-UK-KA3-KA3MP). In the following paper we will present piloting findings from the piloting use of RouteMate application as well as an initial proposal of a playful locative DGBL integration in the educational experience of users with intellectual disabilities

    The motivational circle of games: integrating location based games and computer games in the educational experience of users with educational disabilities

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    The purpose of this paper is to present a series of observations made by researchers and educators on the incorporation of games in the educational experience of users with mild and moderate intellectual disabilities (ID). We will describe findings that sketch motivational alteration of users with intellectual disabilities, as well as the role of the educator and caretakers regarding the integration of games in their educational scenarios. In a period of five years we had the opportunity to observe the application of serious games in classrooms and day care centers for students with mild and moderate intellectual disabilities. in four different studies. Specifically designed serious games were applied in different educational settings, in order to identify the motivational power of digital games in Special Education. During these four different studies, children and young adults with intellectual disability used digital online and standalone pc games, as well as location based games specifically designed for users with intellectual disability in formal and informal educational and social training settings. The outcomes revealed that games have the potentials to be a motivational tool for Special Education, especially when applied along with playful analog narrative as a holistic approach

    Playing in the special education school: from gamers to game designers

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    In a one year old study, students with mild and moderate intellectual disability, used serious games in their educational practice. Communication, interaction, participation and motivation have been documented in a qualitative study using two different classrooms as case studies. In this paper we describe the documented process of these endeavors, as students turned from gamers into game designers. During the study we were able to document changes in the educational atmosphere, including change of roles and communication re-enforcement between students and teachers. Co-operative game design workshops were organized, as part of the European Project Code RED , targeting students in the risk of early school leaving (ESL), by using game design workshops as a tool of motivation and inclusion

    Effects of Maternal Views and Support on Childhood Development Through Joint Play

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    Background: Playful interactions draw a mother and child toward each other in positive ways; therefore, time spent in playful interactions with a responsive mother may be a developmental asset for a child. It is critical to examine how mothers support their children in joint play as well as their views of joint play. Methods: This mixed-methods study consisted of 32 mothers and their typically developing children. The Parent’s/Caregiver Support of Young Children’s Playfulness, the Test of Playfulness, the Environmental Supportiveness Assessment, and seven open-ended interviews were used to assess joint play and maternal perceptions of this experience. Results: Significant correlations were found between maternal support behaviors and a child’s playfulness manifestation. The more frequently the mother supported her child during joint play, the less playful a child was. However, the mothers who supported their children’s engagement in the process and promoted decision-making and creative play had children that were more playful. The theoretical framework explained maternal perceptions of joint play and what mothers thought was important for their children. Conclusions: The mothers perceived joint play as central to their lives and as an opportunity to teach and direct their children’s engagement. It appeared the children were more playful when their mothers supported their self-exploration, decision-making, and creative play

    From individualism to co-construction and back again:Rethinking research methodology for children with profound and multiple learning disabilities

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    Children with profound and multiple learning disabilities (PMLD) are said to experience severe congenital impairments to consciousness and cognition stemming from neurological damage. Such children are understood as operating at the pre-verbal stages of development, and research in the field typically draws conceptual resources from psychology to devise educational interventions and assessment tools. Criticism has been levelled at studies that treat children with PMLD as objects of research rather than subjects to be consulted. Proponents of the latter view have attempted to redress the situation by exploring how personal experiences can be gleaned through adapted qualitative methods. Debate about methodology in the PMLD field tends to coalesce around these individualist polemics: either children with PMLD are positioned as incompetent and lacking voice; or researchers are positioned as lacking the appropriate tools to gain access to such voice. This paper offers an alternative position to the individualism of post-positivist/constructivist approaches, identifying the need for a critical and participatory approach that sees knowledge about children with PMLD as situated and co-constructed through regular and longitudinal interaction between the researcher, children with PMLD, and significant others. Context to this argument is provided by exploring the application of this approach to an inclusive education research project for a child with PMLD
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