Scenario 3 Pre-intentional:
Proactive
On finding an activity the pupil can do
such as pressing a switch to operate a battery toy, it is tempting to extend
that skill and buy more toys to operate in the same way. So, if she can
activate a switch to make a toy racing car go why not attach the switch to a
snorting pig? Then to a yapping puppy? Great fun but where is it going in terms
of the curriculum? The likelihood is that the pupil will soon lose interest in
using a switch to operate most or all forms of toys. If the pupil begins to
appear intrinsically motivated (i.e. motivated to try the switches to explore
independent control as much as to obtain an extrinsic reward) it is
time to move on. Otherwise, repetition could impair rather than help learning.
Introduce tasks to do with a switch or switches which are more varied and more
demanding.
One possibility is to invest in a range of
different toys and other devices that can be operated by switch(es). In
practice these need to be presented in as varied and interesting ways as
possible. At this stage a range of toys might help to chart preferences,
helping to assess:
- Is sight being used at all, or is hearing or touch used
most?
- Does most stimulation occur with toys that (a) make a
noise; (b) move; (c) feel interesting; (d) look bright and colourful?
The emphasis should move towards generalizing
any success gained with switches, toys, and cause and effect towards
independent control over the environment. To avoid boredom, sessions need to be
short, varied and rewarding. A return to talking switches might be in order
with voice output messages for communicative play. Instead of being used once
only to ask for the activity, they could be used repeatedly within an activity
to ask for a little bit of the reward (e.g. more is used for each
sip of drink) or a few seconds of puppet play or tickling.
Example 3a Linking touch, feel and
control
At this level of communication technology
should continue to be as contingent as possible. That is, it should
be as closely linked as possible to the object or activity it represents.
Switches that themselves do something (internal reward switches),
such as musical switches, vibrating switches, switches that light up, stacking
cone switch, or shape matching switch, are a useful starting point.
| preparation |
Switches that do
not have their own internal reward can be made easier to associate
with an effect if they are distinguished one from another, using touchy /
feely materials. For example, attach a furry surface to a switch that
will operate music. Attach a knobbly-surfaced switch that operates a vibration
device. (If you know the pupil likes the effect and know a covering material is
disliked, do not attach that material). |
| objective |
Avoid confusing
the pupil with the same switch doing very different things. For a visually
impaired pupil, often only the switch itself is real a
teacher unplugging one device and plugging in another is not seen. If the
different tactile surfaces are kept consistent, the pupil may associate what is
essentially an arbitrary connection between switch (or furry surface) and the
effect it produces. |
Example 3b Functional touch
The difficulty with associating an arbitrary surface
furry equals music is in relating this understanding to the real world,
or to interaction with people. Some other association is needed; an association
that once learned, will help the pupil make new associations. Most educators
interested in this ICT Unit will be aware of objects of reference (often known
as signifiers or by one of a number of other titles). The nearest thing to
technology-supported signifiers / objects of reference may be to
use PalPads or Taction Pads.
| preparation |
Record a spoken
message familiar to the pupil into a BIGmack (if using PalPads) or onto one of
the squares used to store messages on a VoicePal or VoicePal Pro (if using
Taction Pads). The message should have a clear link to an object with which the
pupil is familiar and in which he or she is interested. Next attach a PalPad or
a Taction Pad to the object e.g. the empty crisp packet . Connect its lead to
the socket in the BIGmack or VoicePal. |
| objective |
To make switches
themselves into meaningful objects, with an effect made meaningful in a clearly
related way. Whenever the pupil touches the crisp packet with its taction pad,
the message is spoken; pupils with even limited reach / touch / grasp may use
PalPads or Taction Pads to make familiar objects talk.
|
| related
activities |
attach to cup:
message lets have a drink on crisp packet: message
time for a snack on square of towelling: message
I go swimming |
Note: Technology is using input from touch and
giving output in sound. The system is helping concept development and
interactive communication. Programmed messages should be functional and matched
to the pupils immediate interests and motivations. To be functional and
interactive, messages will usually be short social phrases, not single words.
Key skills and equipment
The key skills for the above examples are the ability to:
- use switches which offer direct reinforcement
- adapt switch characteristics (visual, tactile, auditory)
- store spoken messages using e.g. VoicePal Pro or BIGmack
(with Flexible PalPads)
The key equipment is:
- any of: musical switch, vibrating switch, stacking cone
switch etc
- flexible PalPads with such as BIGmack or Taction pads +
VoicePal Pro
- objects of reference
Using computers
Some computer software may be used to enhance the use of
vision, often having certain advantages over more traditional materials. Bozic
et al (1993) suggest two main reasons for this superiority. First, computers
maximize the visual environment for the learner (albeit a rather narrow
environment); second, with suitable software, opportunities are provided for
developing and practising visual and perceptual skills, with immediate feedback
given on the learners actions in the same place (the screen).
Like a TV screen a computer monitor is backlit. This means
the image does not require ambient light for it to be seen, and the light
source cannot be blocked by the pupil coming too near to the screen.
Brightness, colour and contrast can all be varied to suit individual pupils. In
addition to these hardware controls specialized software can make
use of these features. Tasks for pupils to carry out can be presented with
increasing complexity.
So, if computers bring all these advantages why not start
using them with pupils functioning at earlier levels of communication? Although
computers do bring advantages they also have disadvantages. Throughout this
Unit we have emphasized the need to use technology to enhance the pupils
individualized curriculum. Computers are not easily portable. Different
activities within the same application may require very different skills, and
it is not always apparent what these skills are until they are tried.
Example 3c Improving visual skills
| set-up |
PC and pupil
positioned to see screen single switch (preferably one already used in other
situations) switch interface to PC |
| software |
Sensory
Build It! Each switch press builds a step in a simple picture. |
| objective |
To improve visual
attention to shape, size and colour, visual tracking, scanning in each
direction, and directed attention can also be used to extend
turn-taking, joint activities such as Attending Together, Look at This! and
Make it Change! (see Bozic & Sherlock, 1996). |
| other
options |
Sensory
Build It! is one of many applications that can be used by a single switch user.
Others include Build It! Patterns and Build It! Scenes, Sensory
Look Here!, SwitchIt! Pictures. |
Key skills and equipment
The key skills for the above example are the ability to:
- connect switch interface to PC; attach a single switch
to interface
- install and set up visual stimulation software operated
by a single switch and place short cut on desktop
- adjust level of difficulty of visual stimulation
software (number of presentations, number of switch presses, visual display to
suit different pupils
The key equipment is:
- PC
- switch interface e.g. DJ Switch Interface, SwitchBoard,
SwitchBox
- visual stimulation software
- appropriate switch
Extending switch use
There exists a range of software that offers single switch
access. These include the SwitchIt! series and SwitchOn series. Another example
is LäraMera software. When deciding on which software to buy and to try,
note that although the software will work with a single switch, different
programs may work in different ways and therefore make different cognitive and
perceptual demands on the pupil. Choosing isolated programs from different
designers may then become problematical (scenarios in level 4 below discuss two
programs that help to resolve this difficulty and achieve greater consistency).
Because different staff may well be working with the same
pupil, it is helpful to have some way of recording exactly what steps to take
with the pupil. Below we describe an example followed in one school with one
pupil:
- going to the computer (picture of pupil at computer)
- show me my signifier (object of reference), so I know
what is going to happen
- tell me we are going to the computer I go in my
buggy
- make sure what you want me to use is ready
computer on, program selected, space for buggy so I can reach the screen
- programs I like: Just Look; SwitchIt! Patterns;
SwitchIt! Pictures
- I like a dark background, I like to have the light off
so the screen is really bright
- keep reminding me to Wait, Look,
Touch (use my name)
- single words help me to concentrate
- I need a bit of help from you to keep me focused
my session lasts about 15 minutes max.
- if I dont settle into good concentration, please
dont keep me there
- record how I got on, with the day sheet in my classroom
- please write down if I watched the screen, how long for
and if I was noticing that when I pressed the switch something happened. Also
note length of session and how I was
The above description illustrates an important point.
Preparing the pupil to use a computer involves much more than seating,
positioning, selecting a switch and suitable software. You will have noticed
that the instructions are written in the first person, as if the pupil had
written them (she cannot). This format follows the framework of a Personal
Passport readers interested in this approach may wish to refer to Millar
& McEwen (1993).
Key skills and equipment
The key skill for the above example is the ability to:
- write a script for others to follow that describes how
to use a program with a pupil
The key equipment is:
Example 3d Integrating mobility, communication and
learning
The
Smart Wheelchair has been designed so that pupils with severe impairments, who
may be unable to use or have difficulty with controlling conventional electric
wheelchairs, can achieve more effective control of powered wheelchairs.
Using its sophisticated tools and simple interfaces the
teacher can increase the pupils access to the curriculum, gain
independent mobility and improve quality of life. Not only does the pupil have
power to move unaided, the chair also facilitates communication and learning.
The Smart Chair is an example of independent control giving immediate access to
functional communication and movement, using a single switch or a range of
other access devices.
Note too that the Smart Chair is an example of technology
that can be applied at the previous level i.e. Pre-Intentional: Reactive, as
well as throughout the age and ability range. Some schools use the chair as a
resource shared amongst several pupils.
Key skills and equipment The key skills for the
above example are the ability to:
- obtain further information about the Smart Wheelchair by
browsing the CALL Centre Web site
callcentre.education.ed.ac.uk
- identify pupils who might benefit from using the Smart
Wheelchair
The key equipment is:
- PC with Web browser and connection to the Internet
     |