Showing posts with label social skills. Show all posts
Showing posts with label social skills. Show all posts

Saturday, September 10, 2011

Update; iGaze a[[ bu Dunedin Multimedia, good for group social skills activities

(This is cross-posted on the Interactive Multimedia Technology blog)


So what am I up to now?
I'd like to share with my readers that I've decided to continue in my present position as a school psychologist, while still devoting a portion of my free time to technology. From time-to-time I think deep thoughts about usability, accessibility,  and UX/Interaction related to off-the-desktop interactive multimedia applications running on screens of all sizes.  I'm hoping to create a few multimedia experiments using HTML5 and JavaScript, and explore jQuery if and when I can find the time!  


For the present school year, my main school is a program for students with more significant disabilities, including autism spectrum disorders.  My second school is a magnet high school for technology and the arts,  located on the same campus.  I also consult throughout the district on cases involving students who have suffered traumatic brain injuries, as well as students who have multiple disabilities.  I am thankful that I have a job in a school district that values 21st Century technology.  


I'm looking forward to another technology-rich school year. I've spent some of the time I usually devote to blogging devoted exploring iPad apps instead.  Since I'm new to the world of iPads, I'm still in discovery mode. What an adventure!


There are plenty of educational apps out there, and many of them are suitable for students with special needs.  On the other hand, there is much room for improvement - across all iPad app categories.  Since there is very little research about what makes up a killer app- or suite of apps- for students with special needs, experimenting with  iPad apps is uncharted territory. 


I made the decision to bring my personal iPad2 to work after I discovered a number of apps that I thought would be useful in my work as a school psychologist with students who have special needs, including autism spectrum disorders.


One of my intervention themes this year focuses on social skills.   This is especially important for students who participate in our schools community-based job training program.  I'm using some content from Unique Learning's transition materials,  as well as on-line activities from Do2Learn's JobTips website, because my aim is to facilitate social skills that will be useful in a variety of job and community settings.  


Although my main technology tool for working with groups is the SMARTBoard,  I've found that using a combination of interactive whiteboard and iPad activities to be especially effective.  I'm paving the way for more role-play activities in the future, and attempting to use technology to my advantage.


This past week, I used the iGaze app, created by Dunedin Multimedia, to help a group of high-school level students practice establishing and maintaining eye gaze, something that is difficult for most of them to demonstrate "in-person".  I was amazed.  Each student was excited to take his or her turn.  Even more amazing?  When each student took a turn, the other students looked at their eyes and faces.  No one rocked or "stimmed".  No one made noises.  I observed several instances of joint attention, much to my delight.   

Below is a video from Dunedin Multimedia's YouTube channel that is similar to what the students viewed during their group activity:

Here is some information from Dunedin Multimedia about the iGaze app:
"Eye contact is important to communication and social development, and yet the impaired ability to make and maintain eye contact is one of the most striking aspects of autism. iGaze is an eye contact simulator that can help to build confidence in using this important means of nonverbal social communication.  The app also contains information on eye contact and eye gaze, with links to relevant research."
During the social skills activity involving the iGaze app,  I used the SMART Board to display a large picture of a boss and a worker standing face to face, making eye contact, engaged in conversation.  The picture served as an anchor to remind the students of pictures and videos they'd previously viewed that illustrated the concept of face-to-face interaction and the importance of establishing eye-contact with others from time-to-time.

I'm hoping I will be able to access the YouTube videos from Dunedin so I can use them on the SMART Board. It will be interesting to see how this plays out!   I'm also planning to take a closer look at Dunedin Multimedia's emotion x app for the iPad.

RELATED 
Screen-shot of iGaze for the iPad Dunedin:

iPad Screenshot 1

SOMEWHAT RELATED
The SMART Table at my school was updated today - I'm looking forward to using it for some group activities, now that it is back in working order and has new applications loaded up and ready to go!


If you are interested in learning more about technology related to students with special needs, be sure to check out Kate Ahern's blog, Teaching Learners with Multiple Special Needs

Kate's post about the features of Unique Learning Systems.


Upcoming:  more about tablets, interview with folks from Stantum, social-skills game-in-progress.....large displays in public spaces update....












Thursday, August 25, 2011

Songify for Instant Musical Social Stories?!

I just finished a digital social story for one of the students I work with who has autism, and I was thinking about ways I could add some music into his story...and the idea occurred to me that something like the Songify app might be just the thing I needed.   


What is Songify?  It is sort of like a reverse Karaoke.  Whatever you speak into your iPad or iPhone's microphone is immediately transformed by the app into a song.   Key phrases are repeated and integrated into the melody.   The free app comes with a few songs, stripped of the words/singing.  (There is an option to purchase additional songs through the App store.)





My first few attempts using Songify with students was to create personalized "All About Me" story-songs, in real time, during group activities in the classroom, with input from the students.  I also created a few story-songs that focused on positive behaviors - following the rules, listening to the teacher, kind hands,  waiting patiently,  calming down, etc.


Although Songify was designed to transform the spoken word into music, I found that it worked nicely with I spoke in "sing-song".   I experimented with variations of the following story/song:


"name" likes  to go to school, he/she likes to go to school, get on the bus and go to school...
"name" is so cool, "name" is so cool...
"name" likes to see my friends at school..
"name" likes to........   "name" likes to..  (play with friends at recess, learn about animals and their habitats,  go to music class... wear cool shoes... etc.)
"name" likes to go to school 


The students had a chance to share information about what they like, what they like about school, and so forth. Most had no problem participating for a 30 minute session!  


Comments


I can see quite a few uses for the app:
  • Use students' Songify creations as the narrative to digital social stories. This might be impressive on the SmartBoards - with the music coming from nice speakers rather than the small iPad.
  • Use the Songify creations as part of other group or class digital projects.  (Remember School House Rock?) 
  • Use Songify to create digital social stories for "on-the-job" routines and social skills.

The beauty of Songify is that it is simple to use- and it provides immediate, awesome feedback to the students.  I have a hunch that if Songify is used in a variety of ways, the novelty effect might be sustained


Cautions: If you work with students with significant special needs, you know how difficult it is to find activities and interventions that are effective - and also based on sound research.  The reality is that with budget cuts, it is difficult to implement interventions designed for classrooms with a higher adult-to-student ratio.  Technology can help, but iPad technology is  new.   It is highly unlikely that someone is researching the use of applications like Songify with students with special needs!


Reflection: I'm happy to have all of this technology at my fingertips.  Unfortunately, my digital life in my role as a school psychologist is far from seamless or "integrated".  Even the iPad2 requires a lot of work to create, move, share, and display content.  Mark Weiser would rolling in his grave.

RELATED
Digital Stories in Schools and for Special Needs Children
LIS 5315 Course Wiki
Songify
SmartApps for Kids: a Dad's quest to find the best applications for the iPad and iPhone, 8/4/11
khu.sh: Intelligent Music Applications
"Khush Inc. develops intelligent music applications for mobile phones. The company was founded by music technology enthusiasts at the Georgia Tech Music Intelligence Lab."
Songify makes your speech into song, sort of

Rafe Needleman, Rafe's Radar, CNET News, 7/7/11

SOMEWHAT RELATED

Mark Weiser, Scientific American, 9/1991
Note:  My school district has not ventured into the iPad world, so I'm using my personal iPad2 at work, along with a speech and language therapist.  The district purchased two Dell multi-touch tablet PCs for the school, but alas, there isn't an "App" system for Windows 7.  We'll be using multi-touch applications from the Open Autism Software Project with the Dells.

Saturday, August 13, 2011

Resources for Transition and Job/Employment Supports for Young Adults with Autism Spectrum Disorders (work in-progress)

I'm on a quest for more information about transition supports for young adults with autism spectrum disorders after they "age out" of the public school system. In NC, this usually takes place at age 21-22. Parents and guardians must piece together solutions after years of support from the "safe haven" of the school.  


There are many challenges.  From what I can tell, community programs designed to support young adults with autism spectrum disorders (ASD) have not been established at the level required to serve the upcoming "boomlet" that will no longer be eligible for support from public school systems.    There is a need for more vocational rehabilitation counselors and job coaches who have extensive training and experience working with young people with ASD.  


If this is a topic that interests you, take the time to read the following paper:

Scott Standifer, Ph.D.    This document, in my opinion, is must-read for parents, educators, community job support professionals, VR counselors, etc.



The reality?  


Most existing programs and services for adults with significant disabilities were established when the numbers of youngsters with autism spectrum disorders (ASD) were low. At the same time,  funding for existing programs has been reduced in many communities across the U.S.   Job-skills training and employment opportunities are rare, given our current economic climate and the fact that a high percentage of non-disabled adults are unemployed.


In my opinion, advocacy is part of the solution. Parents, caregivers, guardians, and educators to become better-informed about what transition resources are currently available in their own communities. Perhaps more important is to learn about successful programs in other counties, regions, or states.    How was the program established?  How is the program funded?   If the program was established in collaboration with a university or community college,  find out about it and share the information with university/community college leaders in your area.   


The power of the web and digital media:
Although the number of "hands-on" programs might be disappearing, the Internet has the potential to provide a wealth of resources and a means for parents of young adults with disabilities to connect and share across regions.


To do my part for advocacy, I've started collecting resources related to transition for students with significant disabilities, including autism.  I will post these resources in a couple of months and welcome input from my readers.


In the meantime, I'd like to share a couple of website that I'm adding to my resource list. 


Do2Learn's JobTips
The folks from Do2Learn have created the Job Tips website, "designed to help individuals with disabilities such as autism spectrum disorder explore career interests, seek and obtain employment, and successfully maintain employment"

Although I found the site a bit difficult to navigate, it was worth taking the time to explore.  It includes extensive information about various jobs and careers, an on-line interest survey, social skills assessments, examples of job-specific environmental demands, and strategies for getting and keeping a job.  


Although some of the material is suitable for higher-functioning students with disabilities, there is plenty that can be used with students who have developed some basic job-task skills but have not yet developed the appropriate communication, coping, or social skills required for most workplaces.


On the site, I found a good number of video modeling clips for "on-the job" social and coping skills, something that I'm focusing on during group activities with the students I work with at Wolfe school.  I used some of the activities on the SMARTBoard with students last week, with success.   What I really would like is a "serious game" related to on-the-job social, coping, and conversation/ communication skills.  (It is possible that this wish might come true - stay posted for more information!)


Jobs4Autism
The following information was taken from the Jobs4Autism website, a "resource of job success and job failure stories for individuals with autism, their family members, job coaches and caregivers. It allows everyone to share job ideas and help find long-term employment opportunities for those with autism."


Job4Autism was initially a collaborative project among four undergraduate students at the University of Notre Dame, guided by Professor Khalil Matta.  The project was taken over by NameStormers, as one of the company's founders is the parent of a young adult with ASD.


RELATED
Posted for your convenience is a list of some of the links related to Jobs4Autism, from the NameStormers website. I've added some descriptive information for some of the resources. Below this section are other related resources.

Autism Transition Handbook (Online)
Jobs4Autism Facebook Page
CNN: 10 sites worth checking out if your child has autism
Jennifer Bixler, John Bonifield, CNN, 4/1/10


Temple Grandin's TED Talk: The world needs all kinds of minds 

"Temple Grandin, diagnosed with autism as a child, talks about how her mind works -- sharing her ability to "think in pictures," which helps her solve problems that neurotypical brains might miss. She makes the case that the world needs people on the autism spectrum: visual thinkers, pattern thinkers, verbal thinkers, and all kinds of smart geeky kids." 


Community Services for Autistic Adults and Children (Maryland)


Apiritech
"...a non-profit organization with a mission to provide a path for higher-functioning individuals on the Autism Spectrum to realize their potential through gainful employment"
Susan Senator, Author, Consultant, Mother of a young adult with ASD
Amelia Starr, Author, Consultant, Mother of a young adult with ASD
Lettuce Work Foundation (Ohio)
"The Lettuce Work Foundation is a non-profit 501c3 charity dedicated to serving young adults with autism and training them for the future. Our goal is to build a fully-operational, self-sustaining commercial greenhouse business that provides school-to-work transition services, job training and employment opportunities for young autistic adults in a professional work environment."


NC RESOURCES
Autism Society of North Carolina
Autism Society's Transition to Adulthood Guidelines (pdf)
ASMC Supported Employment, Mecklenburg County, NC
TEACCH Supported Employment for Adults with Autism
TEACCH Types of Supported Employment Jobs
TEACCH Supported Employment Models
The Arc of North Carolina: Supported Employment Info
The Arc of Union County: Employment Services


OTHER
Vocational Rehabilitation Service Models for Individuals with Autism Spectrum Disorders Project
Current Trends in Autism Employment (pdf)
Scott Standifer, MU Disability Policy & Studies
Autism Works National Conference, March 3 & 4, 2011
"Nationally, the number of people with Autism applying for vocational rehabilitation services increased 300% from 2003 to 2008."


More to come!







Wednesday, July 13, 2011

Great article about tech tools for communication, by Megan Bratti, MS, CCC-SLP

Being Conscious Caretakers of Communication Opportunities Created by New Technologies in Children's Speech and Language Therapy
Megan Bratti, PediaStaff, 6/24/11


In this article, Megan, a speech/language therapist, discusses the rapid advances in technologies that have the potential to support communication development among children.  Here is a quote from her post- I encourage you to read the entire article, as it provides links to good resources on this topic:



"....Caution: It is only through human feedback that the tool and the opportunity can be constructive.....All types of tools, whether they be books, bubbles, iPads, smartphones, crocodile dentists, white boards, or silly bandz, which all create communication opportunities – require constant human caretaking. You must think of yourself as part of a feedback loop: Child –>; human caretaker (SLP) –>; tool (tech device) –>; human caretaker (SLP) –>; child. Our brains are made up of mirror neuron cells. We are all simulators, players and parts of feedback loops. Play is mirroring. Play is simulation. Play is learning. Play is social. Children need us – SLPs, teachers, siblings, parents – to be facilitators, moderators, models, teachers, mirrors, and caretakers of these precious communication opportunities that new tech tools, like the iPad contribute to creating."



Thanks to Jeremy Brown for the link to this article!


If you work with, care about, or parent a young person with special needs, be sure to take a look at Jeremy Brown's AT Resources Wiki.  It is a goldmine.


Friday, February 04, 2011

"Study Finds Social-Skills Teaching Boosts Academics" via Education Week

Here's more support for integrating social-emotional learning activities in school settings!  


A recent Education Week article highlights the findings of a meta-analysis of social and emotional learning programs in schools in the US -- this type of support improves the academic performance of students at a significant level: 


Study Finds Social-Skills Teaching Boosts Academics
Sara D. Sparks, Education Week, 2/4/11


Durlak, J. A., Weissberg, R. P., Dymnicki, A. B., Taylor, R. D. and Schellinger, K. B. (2011), The Impact of Enhancing Students' Social and Emotional Learning: A Meta-Analysis of School-ased Universal Interventions . Child Development, 82: 405–432. doi: 10.1111/j.1467-8624.2010.01564.x


Abstract
"This article presents findings from a meta-analysis of 213 school-based, universal social and emotional learning (SEL) programs involving 270,034 kindergarten through high school students. Compared to controls, SEL participants demonstrated significantly improved social and emotional skills, attitudes, behavior, and academic performance that reflected an 11-percentile-point gain in achievement. School teaching staff successfully conducted SEL programs. The use of 4 recommended practices for developing skills and the presence of implementation problems moderated program outcomes. The findings add to the growing empirical evidence regarding the positive impact of SEL programs. Policy makers, educators, and the public can contribute to healthy development of children by supporting the incorporation of evidence-based SEL programming into standard educational practice."


RELATED
Social Smarts website
Ripple Effects
An Evidence-based Approach to Fostering Positive Social Behaviors in the Schools (Havard Graduate School of Education)
CASEL:  Collaborative for Academic, Social and Emotional Learning

CASEL's five core groups of social and emotional competencies:

  • Self-awareness—accurately assessing one’s feelings, interests, values, and strengths; maintaining a well-grounded sense of self-confidence
  • Self-management—regulating one’s emotions to handle stress, control impulses, and persevere in overcoming obstacles; setting and monitoring progress toward personal and academic goals; expressing emotions appropriately
  • Social awareness—being able to take the perspective of and empathize with others; recognizing and appreciating individual and group similarities and differences; recognizing and using family, school, and community resources
  • Relationship skills—establishing and maintaining healthy and rewarding relationships based on cooperation; resisting inappropriate social pressure; preventing, managing, and resolving interpersonal conflict; seeking help when needed
  • Responsible decision-making—making decisions based on consideration of ethical standards, safety concerns, appropriate social norms, respect for others, and likely consequences of various actions; applying decision-making skills to academic and social situations; contributing to the well-being of one’s school and community

Interactive multimedia for social skills, understanding feelings, relaxation, and coping strategies.


Multimedia Instruction of Social Skills (CITed)

Tuesday, November 02, 2010

Games to lift stress away: Flower, flOw, and Cloud, from thatgamecompany

This is a cross-post of a popular post from the Interactive Multimedia Technology blog that I think will be of interest to TechPsych readers:


As I set out to revisit some of my early posts on this blog, I came across a link to a review the Flower game, created for the Playstation 3 by Jenova Chen, Kellee Santiago, and other members of thatgamecompany. It is good to know that this group continues to work towards the goal of creating innovative games that provide gaming experiences that are calming, pleasant to use, and unlike most game genres.

The following video review by Pete Dorr won't give enough details about the game to spoil it for you. Go ahead and watch the review!


Since I don't have a PS3 (yet), I'm sharing a couple of reviews of Flower that I found on the IGN website:

"thatgamecompany's mellow, beautiful adventure through the dreams of plants starts out so disarmingly pleasant that one would be forgiven for assuming it's just a game about flying around and picking up flower petals. It's not until one experiences the couple-hour experience from beginning to end (preferably with 5.1 audio, the lights off and no human distractions) that the game really gets its emotional hooks into you. Without ever introducing a single line of dialogue, any characters (at least in the traditional sense) or clear goals, Flower takes you on a ride that's over far too soon, yet somehow seems just right for what it's trying to do: suck you into a world without the usual video game trappings while playing with your emotions in a way no amount of manufactured tear-jerk dialogue or surprise deaths ever could. It really is unlike anything else you'll ever play and stands as one of the best (if not the best) examples of SixAxis motion controls on the PS3."


"thatgamecompany has depicted something that I never once imagined: what would a flower's dream look like if we could see it? Flower, a PS3 downloadable that comes as a spiritual successor to flOw, is one of the most beautiful games that I've ever played. Not just because the visuals are entirely breathtaking, but also because the experience of playing it offers more enjoyment, emotion and enlightenment than any game I've tried in years."

"Before you read on, keep in mind that Flower isn't quite for everyone. There will be those that experiment with it but won't see the point, as it strays so far from the traditional spectrum of gameplay systems, but it's truly worth playing...Flower is a poem, where you as the player participate in the dreams of flowers confined to the ever-changing landscape of a colorless city. Each dream, or stage, revolves around a different theme and gameplay objective, but your method of control remains the same: tilt the controller to direct a series of flower petals through beautiful environments. Press any button to stir up a wind that will coax them along. As you begin with one flower petal, you'll soon touch other flowers and gather more petals, generally influencing the environment in a way that pleases the dreamer. This setup works amazingly well to create varying tasks for you to enjoy..."

Flower was listed as one one of the best games for the Playstation 3 for HDTV, along with a flOw, a 2006 game from the same company:

Best Playstation 3 Games For Showing Off Your New HDTV


http://iamshallow.files.wordpress.com/2009/05/flower-20070920032053752.jpg
Flower


"Supported HD Output: 720p, 1080i, 1080p- From the same developers that brought you the serene flOw comes Flower, whose gameplay has players guiding a flower petal across gorgeously rendered fields and plains, replete with individually modeled leaves of grass that blow and sway in the wind. Colorful, peaceful, and exhillerating, Flower is a difficult game to describe, and simply must be experienced in all it’s HD beauty to truly be appreciated. A real gem."

(Flower is played with the Sixaxis wireless game controller that can sense motions and provide precision in interactive game play. The Sixaxis was recently replaced by Duoalshock 3, which provides motion sensing and rumble. I'm not sure if the new controller works with Flower.)

http://selectstartgames.files.wordpress.com/2009/05/flow_ps3_hero.jpg

flOw
"Supported HD Output: 720p, 1080i, 1080p- Calm, serene, and beautiful in it’s simplicity, flOw was one of the first PSN titles released when the Playstation 3 launched in November 2006, and it’s still a gorgeous work of art. From the calming music, to the simple gameplay, flOw proves that you don’t need high resolution textures and thousands of animations to produce a beautiful image."

"FlOw is a game about piloting an aquatic organism through a surreal biosphere where players consume other organisms, evolve, and advance their organisms to the abyss."


I came across Cloud about four years ago, when I was looking for non-violent games that could support relaxation and stress-reduction. Cloud was created by some of the members of thatgamecompany when they were students at UCS.

I later posted about how I used the game in in my work as a school psychologist:

Cloud is a relaxing, nonviolent game, created by graduate students at USC. The character, a child, flies around, collecting clouds and putting them into puzzles in the sky. The music is very soothing. The game is free and can be downloaded through the website. This game could be used to help relax students with anxiety disorders, Asperger syndrome, etc., develop coping strategies. Here is the link to the Cloud video trailer.
(I use the Cloud Game as a form of crisis intervention with students undergoing high level of agitation and stress at the middle and high school level.)

Below is a video of the Cloud game, which was designed for use on a computer. It still appears to be available for free from the USC website.



FlOw was Jenova Chen's MFA Thesis, built upon Mihaly Csikszenmihalyi's Flow Theory:

"being completely involved in an activity for its own sake. The ego falls away. Time flies. Every action, movement, and thought follows inevitably from the previous one, like playing jazz. Your whole being is involved, and you're using your skills to the utmost."

The game went on to become an award-winning PS3 game.
The early web-based version of flOw is free, and some of the gameplay can be done using your finger on a touch screen. The music is relaxing, almost hypnotic.



Why this is important:

There is a need for games that can be used for relaxation, as most commercial games focus on action and thrills, often delivered through violence.

(Pictures and videos are from the IGN website, YouTube, and related websites.)

Wednesday, September 15, 2010

Laying the Groundwork for Interactive Video Activities for Students with Special Needs: Community Places Road Trip

Followers of this blog know that I've been experimenting with videos set to calming music for teachers to use with students who have significant special needs, including severe autism.  


One of the schools I serve as a school psychologist has interactive whiteboards (IWBs) in every classroom, including the room that I use with students.   Since most of our IWBs are new SMARTboards that provide good screen resolution and a decent sound system,  I use high-definition video for my projects.


Many of the students are learning about the community- community places, community and safety/road signs, community workers, community helpers, and so forth.    On a recent weekend afternoon, I went for a ride with my husband in his convertible car, with the top down, around part of the countryside of Union County, NC, and then up and down the main drag, I-74, between Indian Trail and Monroe.   I was able to capture just about every sign we passed.   I edited the video to about 12 minutes.  I used more upbeat music for this video, selected from the collection in iMovie.   


The video, as it stands, can be used on an IWB, and stopped at any point for a discussion about the scene.  I was amazed that the students paid attention to the entire clip.  They especially enjoyed it when I stopped the video at a scene of about a dozen shiny new trucks - we counted all of the trucks.  This particular class has a field trip planned to visit Target soon, so we stopped the clip to look at Target.





My plan is to transform this video (or a similar clip) into an interactive video, and create hot spots that students can touch to obtain additional information or activities that tie into various scenes.

For now, "low tech" activities will be OK. One idea I had was to provide the students pictures of the various signs in the video, and have them go on a virtual treasure hunt.  One student could be in control of the video and stop it when requested by another student who "spies" the sign.

Tuesday, August 03, 2010

Video clips that help students with autism learn and feel calm at the same time!

One of the schools I serve as a school psychologist has a number of students with severe autism.  Over the past year or so, each classroom was outfitted with a new interactive white board (IWB). We've found that multimedia content displayed on these large screens is much more engaging than what is viewed on computers with much smaller displays.

The exciting news is that some of the students who have minimal interest in computers pay a great deal of attention to activities on the IWBs.  Students who have self-stimulatory or repetitive behaviors that interfere with their ability to engage in traditional activities don't seem to exhibit these patterns nearly as much when the focus is on the IWB.   In my opinion, IWBs are great tools for reaching and teaching young people who have autism spectrum disorders!

I'm in the process of creating a variety of short video clips that teachers can embed in learning activities that also provide a way for students to reduce their levels of anxiety, agitation, and/or repetitive behaviors.

The following videos are my first experiments, and are not as polished as I'd like.  They are best viewed on a large-screen display or IWB, set to high definition.  Although various students have viewed these videos a few times this week, they were a great hit. In some cases, we found it useful to loop the video, especially for students who require repetition of content.

The videos were shot using a small hand-held Panasonic HD camcorder, and quickly edited in iMovie. The music was either taken from the iMovie music library or created using riffs in Garage Band, an Apple iLife product.

Enjoy!

Lily Pond and Music

In this video, I used a few subtitles to direct the viewer to points of interest, such as the little grasshopper hiding in the pink lily and a dragonfly, which appears near the end of the video.

Butterflies and Flowers Set to Music

I set this version to piano music for a student who listens to piano music as a coping strategy. I plan to create another version with other genres of music. This particular score was created with piano riffs from Garage Band.


Up Close at the Charleston Aquarium - with relaxing music

Even the most inattentive students paid maximum to this video when it was looped!  I think they liked the variety of sea life, especially the turtles.  Tip:  If you plan to capture video at an aquarium, plan to visit at a time where there are few visitors!

I can't wait to take my video camera to the Atlanta aquarium.

Minnows and Music


The minnows swimming around in the murky green tank are a little boring, but things get slightly more exciting when the bait-shop owner feeds them. The music makes up for what the video lacks. The students didn't mind at all.


Jellyfish at the Discovery Place Aquarium, Charlotte, NC - with music

I'd like to visit Discovery Place at a less-crowded time and re-capture the jellyfish in action from a better vantage point.

Sunday, April 04, 2010

Updates - Cognitive "bursts", technology-supported interventions, interactive whiteboards, digital storytelling, social skills, and reflections about a new SMARTTable. (long post)

In this post, I share some of my reflections about the new multi-touch SMARTTable that arrived last week at one of the programs I serve as a school psychologist.  I decided to update two posts I wrote in 2008, because they provide links and resources that will be useful to my colleagues as we explore this exciting technological tool.
We have a SMARTTable!  






The SMARTTable arrived last Thursday!  
I'll be meeting with some of my colleagues to review our growing library of digital content and figure out what sort of content and activities we can quickly import into the toolkit that came with the SMARTTable.  We also will  refine our ideas about a new application that we hope to enter in a contest sponsored by SMART Technologies.  (I have a few experiments I created using C#, WPF, and Visual Studio 2008 that I'd like to flesh out for the SMARTTable.  I'm counting on one of the teacher assistants, a retired computer programmer who is familiar with C++, to help, and hopefully, a few high school computer students.)


UPDATE - The SMARTTable developer's SKD works on 32-bit Windows computers, according to a representative from SMARTTechnologies.  My computer is 64 bit.  I am investigating ways to work around this problem without having to spend additional money.  

In the meantime, I'm thinking of ways the SMARTTable can be used for the students I work with to share their developing "sense of self" with others, focusing on the following questions:

Who am I? (Strengths, skills, preferences, barriers, etc.)
How do I feel? How do I share my feelings with others?
What are the coping strategies I can use when I feel upset?
What is my relationship to the physical world? (Objects, Places)
What is my relationship to the social world?     (Family, Community)
How can I share my sense of self with others?
How do I respond to what others share with me?

I have worked with students of all ages and abilities, usually in pairs or small  groups, on non-digital tables my entire career.  This is the case for many support professionals in the schools, such as school psychologists, school counselors, speech and language therapists, and literacy specialists.  In my case, I have over 20 years of activities related to just about any problem that has come my way.  Coming up with content isn't the problem - the challenge is figuring out how things can be transformed for use on the multi-touch tabletop.



I think the best approach is to focus on the activities I use  when I start a new group. Many of the teamwork and icebreaker activities  I use that help the students learn how  to participate in a group would translate nicely to a multi-touch table. These activities would be useful to counselors and speech and language therapists. They might also be useful to teachers when form new cooperative or collaborative learning groups in the classroom.  

I'm looking forward to learning how all of this can inter-operate:
Create

From what I understand, the computer running the SMARTTable was not intended for accessing internet applications, and does not have anti-virus software.  I mistakenly thought that since the table was Wi-Fi enabled, I could readily access all of the single-touch web applications I use with students.  Maybe things will change.  I imagine that educational websites optimized for multi-touch would be something worth considering for the future, especially if more school schools adopt tabletop technologies.   (It would be nice to have AAC devices, video cameras, laptops, handhelds, and the Internet included in this picture.)

(Below is information from a previous post)


Introduction
Over the past several years, I have worked closely with young people who have severe autism, and during this time, I have taken a variety of computer science, software information systems, and educational technology courses. Over time, I've integrated the use of technology, including digital photography and videography into my work. In some ways, it is still a much-unchartered territory.  Through this work, I've come up with some insights that I'd like to share.

Cognitive Bursts
I've noticed that many young people who are "on-the-spectrum" experience what I call "cognitive bursts", often around puberty, but also during the late teen and early 20's


To an untrained eye, these bursts might go unnoticed, or even minimized.  These bursts can't easily be captured through traditional psychological or educational assessments, since these tests were designed for more typically developing students. For example, a young person with ASD might not be able to make a choice in response to a test item by pointing. Another student might not be able to respond to a test item because they do not speak.  An individually-administered cognitive assessment might not generate "IQ" scores that fully reflect significant cognitive gains, especially when the student has delays in language development and working/short term memory deficits.

As a professional, I know that it is not appropriate to provide parents with false hope. I know that the tools we have for assessing cognitive growth among students with autism spectrum disorders are not adequate. For example, two students can have the same "IQ" at age 3, 5, 8- or any age, but function much differently at age 18 or 25.  This is especially true for young people who have attention problems, working memory deficits, and/or delays in language development relative to their non-verbal abilities.


My point is that we must take early cognitive assessment  scores with a grain of salt, and   ensure that there are multiple opportunities for meaningful assessment and significant intervention during other points of a young person's development.

In my opinion, the more severe the situation, the more intensive the intervention!

Special education for students with more severe disabilities has always focused on early identification and early intervention, and for much of my career, "early intervention" was my mantra.   Over the past few years, I have come to the realization that the focus on early intervention is only a small part of the bigger picture.   While some young people make tremendous gains through early intervention, some do not, and this does NOT suggest that they won't have the potential to make significant gains later in their childhood, teens, or early adulthood.   


By focusing primarily on early intervention, we might be missing the boat. We must do more across the young person's development through young adulthood (and of course, beyond.) Each child is different, and each brain's course of development is different. One child may be ripe for growth at 30 months of age, or at age 3 or 4. Another might start talking and initiating interactions at age 14, or begin to make sense of print at age 16! I know one severely autistic youth who was reading at an 8th grade level at age 22, something that probably would not have been predicted by those who worked with him during his early years.

From what I've observed in special education, cognitive bursts are often noticed by a team of perceptive teachers, therapists, and support workers, at which point meet to discuss ways to harness this opportunity to facilitate academic, communication, and at times, social interaction skills development. While this may not be the case for each student and in each school, it really does happen! 


When a student experiences a "burst", no matter how insignificant it might look on the surface, we are given a golden opportunity to fashion an integrated approach to moving the young person forward, and at the same time, help the student develop a more solid sense of self. For students with severe autism, this might be a key to opening up their world.

Technology can help.
Because each young person develops differently, it is important that interventions designed to facilitate this sort of growth be available at all points of development, not limited to the intensive support that is recommended for the youngest of this group. 
My mantra now is intervention, intervention, intervention, and INTENSIVE technology-supported intervention during periods of cognitive growth, across the developmental stages, as appropriate.

Here is what I've been doing:
I'm spending a higher percentage of my time observing students in a variety of settings, using video and digital photography to capture my observations. I am using digital content during my assessment process, and I'm using digital content for creating intervention activities that assist in measuring a student's progress over time.  


I am not alone in gathering digital content - at one of my schools, the speech and language therapist, the community-based vocational education teacher, and other teachers have still and video cameras on hand.  Every classroom in this particular school now has an interactive whiteboard (IWB), which has proven to be an effective means of sharing our digital content. The IWB is often used to provide the students with an opportunity to share their own digital content with others. By incorporating this digital content into curricular activities, were finding  that teens with autism can develop a sense of self, which in turn provides an internal  "anchor" that can scaffold their learning of social-interpersonal skills.  

What seems to be working?
I use quite a bit of digital content in my work. Some of it is generated by my colleagues, some of it I do myself, and some of the content is provided by parents.  I often take pictures and video of a student's familiar activities and settings, from the first-person point of view. To do this, I follow the student around in school, home, and/or community setting, and then shoot the various scenes as if I was in the young person's shoes.  In this way, the camera is a window to the student's world, as they see it. I supplement the video with digital photography of the same content, which then can be incorporated into an interactive PowerPoint or slide-show.   I share this content with my colleagues so they can incorporate it in their work.   

This content is used for digital social stories, preparing for community outings and job-trials, student-led IEPs, student-led presentations, and video modeling. 
I also spend some time taking video-clips and pictures of familiar
 items and objects the student encounters throughout the day, such as teaching materials that the teachers put up on the walls, computer screen shots, video clips of favorite songs and scenes from the television that the student watches, screen shots of educational software that the student uses, and so forth.

I use Kidspiration,  
Inspiration, Umajin, and Powerpoint for much of this work. These applications are user-friendly and provide multi-modal output.  In some applications, there is a text-to-speech component that is great for pairing words with visual representations.


How does this work? 
I usually sit beside a student in a comfortable, familiar spot, with my laptop placed where it can be accessed by both the student and myself. We look at the content together. For students who are used to using a switch, I have one available.


I've found that strategies that incorporate digital media provide a means for students to generated more language and communication. This is often initiated by the students!

With students who have autism spectrum disorders, establishing a connection, through digital photography and videography, focusing on familiar things is especially important. Taking the time to capture the student's world, from their perspective, is mandatory, in my opinion. By doing this, we are providing specific information that might help to answer unspoken questions that the young person has, but lacks the skills to formulate or articulate - for example, "Who am I, and what is my relationship to this physical world?"

By taking this approach, the adults - teachers, parents, assistants - who are involved with the student, can work to build a solid scaffold for further learning and interaction. Bit-by-bit, digital content - pictures, video clips, can be built into the process to facilitate social awareness and social-emotional interaction skills. By learning about familiar people, how they "tick", and how one should go about interacting with these people, the student might gain a sense of self within a social context.  We can help them answer the question we all have, at one time or another:
"Who am I, and what is my relationship to this social world?" 


Comments:

At the beginning of the 2008-09 school year, I started bringing in my HP TouchSmart PC to use with students multiple needs and those who have autism.   I've used software that takes advantage of the HP TouchSmart's duo-touch capabilities, and found that paired activities using this feature increase joint-attention behaviors, something that is important in the development of social interaction skills among young people with autism. We've used the video camera and Skype to "call" various classrooms, with the image displayed on the classroom's interactive whiteboard.  Now that every classroom has an IWB, there are possibilities for all sorts of communication activities between classrooms at the school level, and with others outside of the school. 

My mantra now is intervention, intervention, intervention, and INTENSIVE technology-supported intervention during periods of cognitive growth, across the developmental stages, as appropriate.





An Interactive Whiteboard in Each Classroom!
SMARTboards were installed in classrooms at Wolfe School during the current school year (2009-10), and have been well-utilized. Most of the teachers caught on very quickly after a short workshop and a little bit of experimentation.   I've noticed that my colleagues are motivated to explore interactive educational resources on the web and play around with the SMARTBoard resources as well.  The reason is that on the large screen, much of the content grabs the students' attention.  This provides the  teachers  a window of time to engage the students in learning and communication activities.   


All of this has taken place in a very short period of time. 

Ubiquitous IWBs have changed the way I conduct assessments of students with multiple or more severe disabilities. I've started using the SMARTboard for informal assessment, especially for students who have limited language abilities and do not point with precision.  For example,  the National Gallery of Art has a website just for young people, the "Kids Zone", and on this site are many activities that are great for IWB interaction.   
interactive landscapes
PLACES is a panoramic landscape activity that introduces children to the fundamentals of landscape and genre painting while offering a glimpse of life in rural America from the late 18th through the mid-19th century. Music and surprising animations enliven the scene, as children experiment with perspective, composition, color, and scale."   


The student can put all sorts of items on the screen, move them anywhere, and resize things.  It is a quick and fun way to see if they have mastered the concepts of size, number, direction, and so forth.  It also is a way to assess basic receptive vocabulary.

The interactive Jungle application on the SMARTBoard was also useful in eliciting joint attention:
Jungle interactive game

"Create an imaginary landscape online with the NGAkids JUNGLE interactive. Mix and match the colorful characters, control the environment by changing weather and lighting conditions, or construct flowers, trees, and plants using special tools. An "AUTO" button generates random compositions, so you can sample program options and experiment with special effects as a starting point for your own designs."

If you plan to use these activities for informal assessment, make sure you have a checklist of what you plan to assess, and also make sure you've spent some time exploring the applications in depth, using the IWB.  The best thing is to practice before you try this with a student. Better yet, see if you can get the student's teacher to practice with you.


JOINT ATTENTION
If you have an IWB in your classroom and you work with students who have autism spectrum disorders, it is good to think of ways you can harness this technology to encourage joint attention among your students.  Here is some information about joint attention, from one of my previous posts:

Joint Attention:Definition of Joint Attention from UConn:
"Joint Attention is the process of sharing one’s experience of observing an object or event, by following gaze or pointing gestures. It is critical for social development, language acquisition, cognitive development…"

http://eigsti.psy.uconn.edu/jt_attn.JPG
Establishing joint attention is an important step in the development of social interaction skills among young people who have autism spectrum disorders.

Joint Attention Study Has Implication for Understanding Autism Science Daily, 9/29/07
Asperger-Advice: Joint Attention
Autism Games: Joint Attention and Reciprocity
Why is joint attention a pivotal skill in autism?
Tony Charman
Philos Trans R Soc Lond B Biol Sci. 2003 February 28; 358(1430): 315–324.


UPDATED POST FROM 9/2008

Resources for the (therapeutic) use of digital and multimedia storytelling and social stories for children and teens...

One of the most popular posts on this blog is  Interactive Multimedia for Social Skills, Understanding Feelings, Relaxation, and Coping Strategies.  If you are interested in this topic, check out the extensive resources, which I'm in the process of updating. Below are some resources and links for those of you who are interested in digital multimedia story telling or digital social stories with young people. Although some of the resources are specific to children or teens with autism spectrum disorders, I've also included information that is appropriate for use in regular classroom settings. 


Digital Storytelling and 21st Century Skills (pdf)
This nine-page primer is useful for anyone interested in learning how to create digital stories or develop digital storytelling activities with young people. The information was provided by David Jakes, an instructional technology coordinator for Community High School District 99 in Downers Grove, IL, provides a good case for digital storytelling and an outline of the process of implementing related activities at the high school level. David Jakes has a website, Jakesonline.org, that contains additional resources about digital storytelling, including strategies for instruction. The website also provide information about collaborative tools and a collection of extensive web resources.
Center for Digital Storytelling
USING MULTIMEDIA SOCIAL STORIES TO INCREASE APPROPRIATE SOCIAL ENGAGEMENT IN YOUNG CHILDREN WITH AUTISM pdf
Selda Ozdemir, Turkish Online Journal of Educational Technology, July 2008, V7(3)
Encouraging Positive Behavior with Social Stories: An Intervention for Children with Autism Spectrum Disorders pdf   Shannon Crozier, Nancy M.Sileo Teaching Exceptional Children, July/August 2005 pp. 26-31 This article provides information that supports a systematic method of implenting social stories that is integrated into a student's Functional Behavioral Assessment and IEP.


Process: 
• Team identifies the need for behavior intervention.
• Functional assessment is completed.
• Social stories included in behavior plan.
• Social story is written.
• Social story is introduced and progress is monitored with data.
• Success is evaluated with data.
An evaluation of the integrated use of a multimedia storytelling system within a psychotherapy intervention for adolescents. (pdf)
"This paper explores the use of multimedia stories in psychotherapy and mental health service delivery with teenagers. It describes a study currently being conducted with adolescents attending the Child and Adolescent Mental Health Service at the Mater Hospital Dublin, Ireland measuring the effectiveness of a therapeutic group work intervention for adolescents experiencing depression, anxiety and other mental health issues. The intervention is essentially a Cognitive Behavioural Therapy (CBT) programme that uses an animated story building system in combination with a series of short movie vignettes to help clients develop their own coping skills, express their experiences creatively and increase their ability to communicate their emotions effectively."


Current Autism Research on Social Stories (Vol 2, Issue 8; August 2007) Positively Autism
Multitimedia Instruction of Social Skills  (CITEd Research Center- Center for Implementing Technology in Education: Multimedia Technologies) This link provides extensive information about on-line resources for programs that simulate social interaction. It also includes information about the use of social stories with students, and resources for putting together multimedia social stories. Included are some summaries of research about multimedia social stories and the use of multimedia for instructional activities. Be sure to explore the rest of the CITEd site when you have the time.


Scott Bellini is a psychologist who focuses on video modeling. He is the director of Access Autism:
Bellini, S., Akullian, J., & Hopf, A. (2007). Increasing social engagement in young children with autism spectrum disorders using video self-modeling. School Psychology Review, 36, 80-90. 
Bellini, S. & Akullian, J. (2007). A meta-analysis of video modeling and video self-modeling interventions for children and adolescents with autism spectrum disorders. Exceptional Children, 73, 261-284.
RELATED
Post: Special issue on Multimedia, Media Convergence, and Digital Storytelling
Digital Stories Targeting Social Skills for Children with Disabilities. Cori More (PRO-ED Journal, 2008)
Digtal/Multimedia Storytelling
 from A Storied Career: Kathy Hansen's Blog to explore traditional and postmodern forms/uses of storytelling
Digital Storytelling - Katie Christo's Wiki - how-to, resources, tutorials, rubrics, lesson plans, digital storytelling across the curriculum, etc.
The Story-Centered Curriculum
 - eLearn Magazine
Mind Reading: An Interactive Guide to Reading Emotions

Mind Habits: The Stress Relief Game
SMARTTable Special Report
VITA: Visual Thinking in Autism, Georgia Tech