Showing posts with label autism spectrum. Show all posts
Showing posts with label autism spectrum. Show all posts

Wednesday, August 06, 2008

Video Modeling Software for visual learners, including those with autism spectrum disorders.

Here is a clip about the Activity Trainer, video modeling software that supports the following skills:

  • Academic
  • Communication
  • Daily Living
  • Non-Verbal Imitation
  • Recreation
  • Social
  • Vocational




A free 30-day trial of the software can be downloaded from the Accelerations Educational Software website.

On the Accelerations Educational Software website, you can find other products, such as Storymovies, which is the product of a collaboration between Carol Gray (social stories), Mark Shelley, and the Special Minds Foundation.

Wednesday, July 09, 2008

Cognitive Bursts, Autism, & "Sense of Self": Digital media for intervention across all stages of development.

Reflections:
Over the past several years, I have worked closely with young people who have severe autism. At the same 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.

Part of the reason that the use of technology for prevention and intervention has not been at the forefront of special education is that our current practices were informed by research that took place years before the Internet was a household world, before interactive white-boards, and before concepts such as "Universal Design for Learning" were taught in special education teacher preparation courses. 



 Those our 40's (or older) who did not take courses in MIS or computer science most likely were taught by professors who minimal exposure to technology. Some of us might have had a "tech-savvy" professor who was familiar with the ins and outs of SPSS on a mainframe computer.   


Teachers with 20+ years of seasoning were lucky to have witnessed a a demonstration the latest in educational software when they were university students - the Electronic Workbook!     If you studied psychology, most likely your professors were probably up-to-date about the ins and outs of the brain, but think about all that has been discovered since then!

Here are some of my observations:
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. Part of the reason is that the "bursts" are not demonstrated in ways that can be easily captured through traditional psychological or educational assessments. For example, one student 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. If the student has spent numerous years in their "own little world", they might not be accustomed to showing what they know, even if they have made significant cognitive gains, including gains in receptive language.

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! 

My mantra earlier in my career was "early intervention, early intervention- the earlier, the better!". It has changed.

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, and for some. The focus on the delivery of services, including technology-supported interventions for a student during their early years might minimize the opportunities- and funding- for significant intervention during other points of a young person's development.

By focusing primarily on early intervention, 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 harnessed by a team of perceptive teachers, therapists, and support workers, 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. At the same time, we are provided the opportunity to  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, and 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.

Most importantly, I think, is that I'm
exploring ways that teens with autism can develop a sense of self, to help them build a sort of "anchor" within themselves.

One technique I'm exploring is the use video cameras to record 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 tape the various scenes as if I was in the young person's shoes. My 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 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 and Inspiration for some of this work. These applications are user-friendly, designed for student use, and provide multi-modal output. There is a text-to-speech component that is great for pairing words with visual representations. At the end of the school year, I came across a great application, called UMAJIN Creative, that I found to be quite useful. (I also use some of my own prototype applications, which are in various stages of development.)

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.

What I'm finding is that using strategies that incorporate digital media provides a means for the student to generate more language and communication.  This is often initiated by the student!

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?"

Note: I am actively searching for articles related to my topics. Please leave a comment, along with links and names of researchers if you have any information about this ! Personal observations are also welcome.)

Update:

See "



Minna, from SymTrend, left a comment on this post:
"SymTrend is PDA and web-based software for recording behavioral observations about children with lower functioning autism. Those who are higher functioning or Aspergers can use our system for self-monitoring and to get guidance when they are in situations that challenge them."
http://www.bricklin.com/log/symtrend.htm

Here is my previous comment about SymTrend:

"
The beauty of SymTrend, in my opinion, is that it helps people develop self-monitoring skills through providing a means of analyzing data that is gathered frequently. From what I understand, through interaction with the software, the student/client establishes a better understanding of themselves, and also and understanding of feelings, triggers, reactions, and coping strategies. A rich amount of data is collected that can be helpful to treatment providers, or special educators."

For more information, see Minna's comment to this post. My previous post about SymTrend includes a video about SymTrend. Also, visit the SymTrend website.


Friday, February 22, 2008

Virtual Tutors: Link to article about Justine Cassell's work with children with autism spectrum disorders

Justine Cassell, director of the Center for Technology and Social Behavior of Northwestern University, is the developer of the "Embodied Conversational Agent", a virtual human designed to interact children with autism. Her work was highlighted in a recent article in the technology & science section of the MSNBC website:

Image: Virtual child
The ArticuLab, Northwestern Univ
"A “virtual child” is a cartoon about the size of an 8-year-old with whom kids can learn
and play on the floor with toys via a plasma screen projection."

"Virtual characters and digital tutors are helping children and adults develop advanced social and language skills that can be tough to learn via conventional approaches"

Related Links:
Eve: An Understanding Virtual Teacher






Sunday, January 20, 2008

Response to Intervention, Universal Design for Learning: Resources for Implementation

If you are a teacher, a school psychologist, a speech/language teacher, or any other professional who is working in a school that has adopted RTI (Response to Intervention), or is planning to do so, now is the time to consider adopting Universal Design for Learning (UDL). Universal Design for Learning is a "Tier 1" support, as it is geared for all students. Your efforts are likely to pay off!

RTI

If you aren't very familiar with RTI, the chart below shows how the model is applied to academic and behavioral systems:


Response to intervention (RTI) is the practice of:

(1) providing high-quality instruction, intervention, and support matched to student needs;

(2) using learning rate over time and level of performance through data collection/analysis and accurate progress monitoring;

(3) make important educational decisions (data-driven decision-making, etc.)

Most schools who have adopted RTI use a team problem solving approach. Although it might vary from place to place, most use the three-tiered model of prevention and intervention for all students, including those who have special needs. Although RTI was initially designed to support students with academic difficulties, it also works well with school-wide positive behavioral support efforts.

According to Jim Wright, the creator of the web-based Intervention Central, "....To implement RTI effectively, schools must develop a specialized set of tools and competencies, including a structured format for problem-solving, knowledge of a range of scientifically based interventions that address common reasons for school failure, and the ability to use various methods of assessment to monitor student progress in academic and behavioral areas. "

UDL
If you aren't familiar with UDL, it is an approach that integrates technology, differentiated instruction, and best practices in regular classrooms to support all learners, including those considered "at-risk" or who have special needs.
  • Multiple and flexible means of presenting information to students
  • Multiple and flexible means of providing ways for students to respond to learning
  • Multiple and flexible means of engaging students
Steps to consider:
  • Educate yourself about UDL
  • Educate yourself about the National Technology Standards for Teachers
  • Educate yourself about using a team problem-solving approach to implement Response to Intervention and UDL
  • Bring together key people who serve your school (or schools), for a series of discussions and workshops. Getting everyone's perspective is important.
      • Who are these people?
        • Curriculum specialists, special education coordinators, reading support teachers, instructional technology coordinators, and assistive technology consultants, school psychologists, speech/language teachers, OT's, and media specialists.
UDL Resources:

The Universal Design for Learning (UDL) model has been piloted in a range of schools in the state of Indiana. PATINS stands for Promoting Achievement through Technology and INstruction for all Students.

Daniel McNulty's is a Universal Design for Learning consultant for the PATINS program. On his PATINS-Rapid Fire blog , you can find a variety UDL-related tips, as well as links to resources.

Here are some links to UDL lesson plan links, created by real teachers: http://www.patinsproject.com/udl_team_information.htm

Although some of the information on Daniel's blog is geared for educators in Indiana's pilot classrooms, he has links to cool applications that meet the guidelines of UDL. Some would work well in UDL classrooms that have interactive whiteboards or displays, such as the online
VisuWords program, an interactive graphical dictionary:
VisuWords Screenshot

Daniel McNulty links to Tina Jone's on-line assistive technology overview course. Classrooms that provide a UDL environment are in a good position to help students with disabilities access the general education curriculum, as support for assistive technology is "built-in".

The concept of UDL was developed by the folks at
CAST, the Center for Applied Special Technology, who provide an excellent on-line resource for educators that supports UDL implementation in the classroom. The resource is Teaching Every Student in the Digital Age: Universal Design for Learning. CAST is involved with the CITEd Research Center, which provides supports instructional technology integration to support learning for all students. CITEd provides information about ways to implement UDL in digital environments, also discussed in a previous post.


Additional Resources

Response-to-Instruction and Universal Design for Learning: How Might They Intersect in the General Education Classroom?
Response to Intervention (RTI): A Primer for Parent
American Speech-Language-Hearing Association RTI resources and link
National Center on Response to Intervention
National Association of School Psychologists: A Problem-Solving Model for Improving Student Achievement
Intervention Central
RTI Wire
Positive Behavior Support

RTI and BPIS Article


IMPORTANT:
If you are new to this blog, you can subscribe to it via email or through an RSS feed by clicking on the appropriate link on the side of this webpage.

If you are interested in topics such as interactive multimedia technology, the use of games in education and social skills development, engaged learning, interactive whiteboards and displays in the classroom, the use of virtual worlds and virtual reality in education and related fields, and exploring the possibilities of new technologies, take a look at my Interactive Multimedia Technology blog.


-Lynn

Saturday, January 19, 2008

Link to post: Chill in an on-line tropical paradise from Unity3d

Take a moment to read my post on the Interactive Multimedia Technology blog about a free on-line virtual tropical paradise. If you work with young people who have stress and anxiety, or need tools for calming down when agitated, this application might be worth a try. I'm planning on using it with some of the students I work with who have autism spectrum disorders.

This application would be great on an interactive whiteboard or display to teach a few lessons about landforms and tropical climates!

Saturday, December 29, 2007

Cross Post - BeatBot's Keepon Robot: Potential for developing social interaction skills in children

The BeatBots project develops rhythmically intelligent robots for research and entertainment. In the video below, the responsive robot, Keepon, dances to the Spoon song, "Don't You Evah".

Keepon was developed by Hideki Kozima and programmed by Marek Michalowski, from Carnegie Melon.



(The video is available to the public under the terms of the Creative Commons Attribution-NonCommercial 3.0 license.)


According to an article by David Templeton in the Pittsburgh Post-Gazette:

"While the videos have proven Keepon's human appeal, the double-bubble yellow fellow's key role is to interact with children. Keepon has shown promise in encouraging social behavior in children with developmental disorders, including autism."

"Keepon's simple appearance makes children comfortable, and its lifelike movement makes it attractive to them," Mr. Michalowski said. "This combination creates an environment in which social interaction is encouraged.""

"While the robot can dance to almost any song, it also can identify visual and other sensory rhythms, helping to prove how rhythm and synchronization in body language are paramount in human interaction. As such, Keepon has schooled roboticists in how to improve human interaction with robots."

An example of Keepon's attentive and emotive actions:



Another example of Keepon's entertainment value - Spoon's "I turn my camera on":



More videos can be found on the BeatBots website.

Thursday, December 06, 2007

Digital Media and Education: Quest Atlantis, a 3D Virtual World for Collaborative Education

Students in North Carolina classrooms now have opportunities to participate in learning activities in an on-line 3D world, "Quest Atlantis". The project, developed at the University of Indiana, in partnership with OPEN, was funded by grants from the National Science Foundation the MacArthur Foundation's Digital Media and Education program. Food Lion donated the funds to enable 60 N.C. classrooms to participate in the program, initially selected from eleven IMPACT schools.

From the Quest Atlantis website:


"Quest Atlantis (QA) is a learning and teaching project that uses a 3D multi-user environment to immerse children, ages 9-12, in educational tasks. Building on strategies from online role-playing games, QA combines strategies used in the commercial gaming environment with lessons from educational research on learning and motivation. It allows users to travel to virtual places to perform educational activities (known as Quests), talk with other users and mentors, and build virtual personae. A Quest is an engaging curricular task designed to be entertaining yet educational.

Each Quest is connected to local academic standards and to our team's commitments. Completing Quests requires that members participate in real-world, socially and academically meaningful activities, such as conducting environmental studies, researching other cultures, calculating frequency distributions, analyzing newspaper articles, interviewing community members, and developing action plans. QA can be integrated into many settings, including classrooms,after-school programs, public libraries, and museums."







If you are interested, read the in-depth article by the creators of Quest Atlantis, Sasha Barab and Craig Jackson, Indiana University.

From Plato's Republic to Quest Atlantis: The role of the philosopher-king
(THEN: Journal, the journal about technology, humanities, education, and narrative)

"In this article, we present a reflective account of our experience in developing a play space for learning that sits at the intersection of education, entertainment, and our social commitments...."

Additional Links:

IU receives $500.000.00 MacArthur grant to enhance student's education: Researchers will expand a video game that helps student engagement and learning

OPEN

Sunday, November 04, 2007

Cross post: Nobelprize.org

Nobelprize.org's Educational Outreach Program: Multimedia Games, Experiments, and Simulated Environments

From the website:

"Nobelprize.org has a unique way of introducing the Nobel Prize that goes beyond the mere presentation of facts. These introductions, aptly called 'educational', are made in the form of games, experiments, and simulated environments ready to be explored and discovered. The productions are aimed at the young, particularly the 14-18 age groups, who may know about the Nobel Prizes and the Nobel Laureates, but often lack a deeper understanding about the Nobel Prize-awarded works."

"These educational productions do not require previous knowledge. A central thought or issue is explored during 10-20 minutes of activity, using a specific Nobel Prize-awarded work as a springboard for the whole exercise."

"The productions offer an excellent way of using the Internet for homework, or just plain, wholesome entertainment. The high level of interactivity and the sophisticated illustrations ensure an enriching time spent in front of the computer."

Note:

I recently came across the
Nobelprize.org website when I was searching for interactive learning games suitable for use on interactive whiteboards or large touch-screen displays.

For those of you who follow my blog, you'll know that I periodically look for engaging visual and multimedia activities that have potential for use in classrooms where Universal Design for Learning is practiced. Visual and multimedia forms of knowledge representation can help to reach a wide range of people, including those who have reading difficulties, language-based learning disabilities, auditory attention and memory deficits, or have autism spectrum disorders (Asperger syndrome, autism, etc.).

If you are an educator who is interested in using games in your classroom, the resources from Nobelprize.org are a good start, since background information is provided for each game.

Sunday, October 21, 2007

MegaPost: Resources for All

Since I started blogging, new technologies have made their way into an increasing number of classrooms, and many educators are aware of efforts such as Universal Design for Learning (UDL) and Response to Intervention or Instruction (RTI), as well as innovative technologies that provide engaged, interactive learning experiences for students.

I've consolidated information and updated links and resources from some previous posts from my TechPsych and Interactive Multimedia Technology blogs. Although many of the resources cited in this post relate to K-12 education, some of the information is useful for instructional designers, school administrators, researchers, college/university educators, parents, and technologists who are interested in developing interactive multimedia applications for children and teens.

Take the time to review the "MegaPost" on the Interactive Multimedia Technology Blog!

Sunday, October 14, 2007

Karen Janowski's Blog Post: Free Technology Toolkit for UDL (Universal Design for Learning)

I just came by a great blog, "Ed Tech Solutions: Teaching Every Student" authored by Karen Janowski, an assistive technology consultant. Click on the above title link to find her post about a wide range of free technology tools that can support Universal Design For Learning (UDL) and assistive technology efforts. Great job, Karen!

Wednesday, June 20, 2007

New and old- RomeReborn, old posts to revisit

I posted a link on my Interactive Multimedia Technology blog to information about Rome Reborn, an interactive 3-D simulation of ancient rome as it exist in 320 A.D. For those of you who work with "at-risk" learners and those with special needs who are visual learners, you'll find that Rome Reborn might be a great way to engage students in learning about world history.

(Rome Reborn would be great on a large interactive touch screen display or table.)

On a different note, I revisited one of my first TechPsych blog posts, Mega List of Resources and References: Technology, Education, Psychology, Prevention and Intervention, and thought I'd update it soon, since I've gathered more great references and resources over the past year. Stay posted!

Monday, June 04, 2007

Research: Robots to help children form relationships

Here is a link to an article about the IROMEC project at the University of Hertfordshire. IROMEC stands for "Interactive Robotic Social Mediators as Companions"

Here is a quote from the article:

"Over the next three years, IROMEC will investigate how robotic toys can become social mediators encouraging children with disabilities to discover a range of play skills, from solitary to social and cooperative play and provide opportunities for other children and carers/teachers or parents to “join” in."

In my opinion, it might be less expensive to develop social skills interaction applications that incorporate virtual humans, and possibly more effective. For example, the virtual "friend" could reside on a multi-media enabled touch table, such as Microsoft's Surface.

What do you think?

http://www.physorg.com/news99649531.html

Saturday, January 27, 2007

Tango! An innovative augmented communication device from Blink Twice

Tango!

According to the Blink Twice website:

"Blink Twice is led by our CEO, Richard Ellenson, a USSAAC board member and advertising industry veteran whose son, Thomas, has cerebral palsy. Wanting to incorporate some of the energetic communication technologies from his industry into the world of speech-generating devices—and drawing from personal experience—Ellenson reached out to many of the world's most well-respected companies. In the past three years, Blink Twice has worked with companies as diverse as frog design, Flextronics, and Nickelodeon to develop new approaches to building communication for youngsters and school-aged children."

Sunday, August 06, 2006

MindHabits Demo: Interactive game for identifying facial expressions and increasing self-esteem.

Here is a link to the Mind Habits facial expression recognition and self-esteem game posted on the Interactive Multimedia Technology Blog.

This interactive game works well with small-groups using an interactive whiteboard. The game was developed by Dr. Mark Baldwin, a social psychologist at McGill University.