Scenario 4 Intentional: Primitive
For those who have reached this level of
communication and who have enough vision, it may be possible to introduce using
pictures. Alternatively, or even in parallel, more work may be needed on
developing use of objects of reference before gradually moving towards the use
of pictures. Learning to recognize pictures may come naturally through
developing maturity but the following activities may assist. First, one needs
to build up receptive knowledge of pictures, before expecting expressive use of
pictures. Games of hide and seek with pictures and Snap
are helpful introductions, with a facilitator pointing out pictures and symbols
while talking to the pupils.
Transition to pictures
Later stages of developing picture recognition
can be incorporated into curriculum games:
- matching familiar objects with pictures
- matching pictures (snap, lotto)
- indicating pictures when asked by the name of the
picture (using the name of a picture in another communicative context e.g.
asking someone else for it, as in happy families card game)
- indicating pictures when asked by function of the object
(which one can cut toast?)
- indicating pictures that are associated with each other
(e.g. toothbrush and toothpaste pictures)
- using pictures to talk about things e.g. sequencing,
like toast, butter, jam, and indicating which is done first, next, etc, in the
context of a conversation, e.g. with Mum, in the kitchen.
- asking for things by indicating a picture. Giving the
wrong thing and waiting to see if pupil notices and asks for the right thing
Example 4a Single message, many
settings
BIGmacks and equivalent single message devices
can be used in many different communication situations. Good situations for
single message voice output device use include story reading, song
participation, socially functional messages and messages attached to games or
specific activities.
| story reading
and songs |
Choose a story
book with a repetitive line, such as Spots Easter story with the line
no, no eggs there. Record the line into a BIGmack. |
| variations |
Vary the stories
and songs used, to build up a repertoire. Also return frequently to the same
ones again and again. For those with enough vision clue pictures
can be attached to the top of a BIGmack or other communicator such as
Step-by-Step (see below). These help to reinforce picture recognition, rather
than leaving the surface blank, pictures can be quickly drawn and stuck on with
Sellotape. |
| social
messages |
record messages
such as more to be used at snack or drink time, after each sip or
mouthful. The old favourite XXXX, come here please can give
confidence in recalling someone while practising being left a
little more alone at times. |
| message for
games |
turn the
page is a useful message to record to accompany story reading, or try
recording my turn for use in games. |
Note: empowering messages must result in
immediate response each time the device is hit!
Key skills and equipment
The key skills for the above example are the ability to:
- use a single message voice output device to record
repetitive lines in story books and social messages
- identify and record empowering messages such as
turn the page
The key equipment is:
- BIGmack or equivalent e.g. One Step
- story book with repetitive story line
Example 4b Switching on to stories (see Parks, 1999)
It is not always easy for a pupil with severe communication
impairment, especially one who is visually impaired, to take an active part in
story situations. Parks (1999) acknowledges that stories can be appreciated at
many different levels. He has used successfully a call and response
technique with a Step-by-Step Communicator to emphasize rhythm and musicality
while reading the well-known Christmas Carol story by Dickens.
| preparation |
A voice output
device which stores messages separately, each activated by a switch press, is
used to record a version of a well-known Christmas story. The first section is
shown below. For the complete story line refer to the original article. |
| equipment |
Step-by-Step
Communicator to record story lines in turn. The first time it is activated the
first recorded message is played, the second time the second message and so on.
Because it is wedge shaped it can be easier to activate. Each of the lines
shown below is recorded on the Step-by-Step. |
| Call: |
Response: |
|
Scrooge is my name Loads of money! You want
presents? Very funny! Christmas? |
Scrooge is your name! Loads of money! We want
presents! Very funny (said sarcastically) HUMBUG! |
Everyone shouts out the final line Humbug.
Alternatively, someone can activate a BIGmack switch with the word
Humbug recorded on it.
There are many variations on this theme. For instance,
instead of recording all of each line, the second part could be recorded, or
only the first part of the line. Both promote turn-taking in conversations and
initiating conversations.
Example 4c Consolidating messages
| preparation |
Use a BIGmack to
teach and practise each new message and associated object symbol or object of
reference (signifier). This is also a useful technique if introducing a voice
output device on which more than one message square can be activated. |
Key skills and equipment
The key skill for the above example is the ability to:
- co-ordinate group story session using call and response
technique with Step-by-Step communicator, scripting messages and storing on
device.
The key equipment is:
- Step-by-Step communicator
Example 4d Consistency in switch access
In the discussion of scenarios in level 3 (see above) we
indicated that it is possible to achieve a greater degree of consistency in
using switches. SwitchIt! Maker gives the teacher more complete control over
what is presented on screen, how it is presented and how it is accessed by
switch.
| preparation |
Use pictures from
clip art, or use a scanner to scan images into the computer, or a digital
camera to take pictures on a walk or in an activity. Ensure that the pictures
show as little visual clutter as possible. Create a sequence of pages in
SwitchIt! Maker. Use the software to decide how the images will be sequenced on
screen, via a succession of switch presses. |
|
| software |
SwitchIt! Maker software |
| other options |
This is another example of a framework
program. The software is made up of a toolkit; you configure it to meet your
requirements, to suit the needs of the pupil and curriculum area being
addressed. It is appropriate at this level of communication and also at levels
5 and 6 (possibly for level 3). |
Key skills and equipment
The key skills for the above example are the ability to:
- import images into SwitchIt! Maker, via clip art,
digital camera or scanner
- assign the images to pages accessed in sequence by
switch presses, using SwitchIt! Maker
The
key equipment is:
- SwitchIt! Maker software
- clip art, digital camera or scanner
Example 4e Using a touch screen
Pupils who are able to move one or both hands into midline
with ease may be assisted to select items using a touch screen. Especially if
the pupil has a visual impairment but whose vision is still sufficient to see
images on screen, touch screens may be of some help. They offer a direct link
between visual presentation and the effect of touching. However, as the note
below shows, they can present problems of their own.
| preparation |
PC with either a
Touch Monitor or a Touch Screen add-on attached (and calibrated in the settings
panel), and software already launched. Talk your pupil through activity. |
| equipment |
touch screen (see
Unit B
Organizing your resources). |
| objective |
helping pupil to
wait for your verbal prompt to touch screen initially, then remove prompts for
more independence; to isolate pointing finger and to encourage pupil to
watch, listen, point and
touch. |
Note: Although touch screens seem an admirable
idea, allowing a more direct association between what the pupil does and the
effect on screen, in reality it is not always that simple. Try any software
yourself before trying with the pupil. Note that any particular piece of
software, even different activities within the same piece of software, may
appear to respond differently. If so, the software may be increasing not
decreasing the cognitive demands on the pupil. To help plan work and achieve
consistency, devise a recording system to evaluate the use of the software. Two
examples are given overleaf.
Key skills and equipment
The key skills for the above example are the ability to:
- use a touch screen (and set calibration if required)
- adjust features such as area activated by touch, whether
single or double click by touch
- identify single switch software to use with touch
screen; use with one pupil
The key equipment is:
- touch screen i.e. Touch Monitor (built-in), or an
add-on window
- single switch software or other if preferred
Software to use
It is important to evaluate the software you have, so that
everyone is clear about the purpose of using the program. It is also extremely
useful to have a record of equipment use for individual pupils. Then everyone
working with that pupil can use the equipment in the desired manner and record
progress consistently.
The two following pages show samples of software record
sheets.
Page one (PDF file - 20 k)
Page two (PDF file - 22 k)
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