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We present an interdisciplinary methodology for designing interactive multi-modal technology for young children with autism spectrum disorders (ASDs). In line with many other researchers in the field, we believe that the key to developing technology in this context is to embrace perspectives from diverse disciplines to arrive at a methodology that delivers(More)
Communication skills play a prominent role in the primary school curriculum. Children are first expected to acquire these skills within a supervised group environment in which the teacher guides and sets the pace for the discussion, and later transfer them to a less dependent setting. This paper describes BetterBlether 1 , a computer mediated educational(More)
Recent research into the educational applications of computer games has focused on the skills which children can develop while playing games. Various benefits of computer game playing have been recorded, such as increased motivation; development of problem solving and discussion skills; and improvement in aspects of story writing. While encouraging children(More)
Learner-centred design (LCD) is a nebulous concept. It can range from attempts to design with the needs of the learner at the forefront, to involving the learner at various stages of the design process, sometimes throughout the whole process. In addition, learner-centred design involving children implies additional issues which do not present themselves(More)
This article reports the results of a field study evaluation of a virtual role-play environment, Ghostwriter, which was designed as a preparation activity for writing stories. It examines the effects Ghostwriter has on characterisation in chil-dren's imaginative writing. Ghostwriter is based on a commercial computer game. Two children and one role-play(More)
In this paper we describe the development of a tool to support the contributions of children with Autism Spectrum Conditions (ASC) in a design critique activity. The work is part of the ECHOES project in which we have included children with ASC in a participatory design process to create a technologically enhanced learning environment. We first discuss the(More)
Heuristic evaluation promises to be a low-cost usability evaluation method, but is fraught with problems of subjective interpretation, and a proliferation of competing and contradictory heuristic lists. This is particularly true in the field of games research where no rigorous comparative validation has yet been published. In order to validate the available(More)