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Benoît Bossavit and Sarah Parsons
The purpose of this paper is to investigate how teenagers on the autism spectrum respond to their involvement in the creation of a collaborative game, meeting the curriculum…
Abstract
Purpose
The purpose of this paper is to investigate how teenagers on the autism spectrum respond to their involvement in the creation of a collaborative game, meeting the curriculum requirements in programming at secondary level in England.
Design/methodology/approach
Two autistic teenagers were involved in participatory design processes to elaborate and develop together a collaborative game of their choice using the visual programming software, Kodu Game Lab.
Findings
With the support of adults (teachers and the researcher), the participants were able to demonstrate and strengthen their participation, problem-solving and programming skills. The participants expressed their preferences through their attitudes towards the tasks. They created a game where the players did not need to initiate any interaction between each other to complete a level. Furthermore, the students naturally decided to work separately and interacted more with the adults than with each other.
Research limitations/implications
This is a small case study and so cannot be generalised. However, it can serve as starting point for further studies that involve students with autism in the development of interactive games.
Practical implications
It has been shown that disengaged students can develop various skills through their involvement in software programming.
Originality/value
Overall, this paper presents the involvement of teenagers on the autism spectrum in the initial design and development of a collaborative game with an approach that shaped, and was shaped by, the students’ interests. Although collaboration was emphasised in the intended learning outcomes for the game, as well as through the design process, this proved difficult to achieve in practice suggesting that students with autism may require stronger scaffolding to engage in collaborative learning.
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Judith Good, Sarah Parsons, Nicola Yuill and Mark Brosnan
This short paper reports on the fourth seminar in a seven-seminar series entitled, “Innovative Technologies for Autism: Critical Reflections on Digital Bubbles”, funded by the UK…
Abstract
Purpose
This short paper reports on the fourth seminar in a seven-seminar series entitled, “Innovative Technologies for Autism: Critical Reflections on Digital Bubbles”, funded by the UK Economic and Social Research Council. The purpose of this paper is to consider in more depth the technologies being developed and used in the autism field, and to critically reflect on their relative benefits and potential pitfalls.
Design/methodology/approach
Presentations from key researchers and practitioners are reviewed, highlighting contemporary issues in the area of autism and technology. The presentations include descriptions of cutting-edge technologies as well as the role of technology in human-human interaction.
Findings
Despite its potential, technology for autism is regarded by many with some caution: technology per se cannot provide solutions to key issues in the field. However, by looking in more depth at the features of new technologies and the interactions that take place with and around them, we can begin to build up a picture of best practice around technology for autism.
Originality/value
This paper offers up-to-date insights from leading academics on the benefits and challenges of innovative technologies in the field of autism research and practice. Specifically, it highlights the importance of including a breadth of expertise in the design of such tools, and the need to consider technology as a means to an end, rather than an end in itself.
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