An investigation as to how a computerised multimedia intervention could be of use for practitioners supporting learners with Autism Spectrum Disorder (ASD)

2017 
This practice-based action research investigation seeks to make a valuable, original and academic contribution to knowledge in the computing, language, communication and educational fields. The aim was to establish the therapeutic (language and communication skills) and educational (literacy and numeracy skills) use of individual tailored computer games for practitioners supporting learners (end-users) with Autism Spectrum Disorder (ASD). This was achieved through a continuous collaboration of cohorts of computing undergraduate students and academics (the development team) carrying out an assignment for a module designed and successfully led by this PhD student (the researcher). The researcher continually collaborated with practitioners (users – teaching staff and speech and language therapists in schools) of learners with ASD over many years. The researcher developed a Computerised Multimedia Therapeutic/Educational Intervention (CMT/EI) process, which used an iterative holistic Design-For-One approach for developing individual computer games. An action research methodology was adopted using methodological triangulation ‘quantitative’ and ‘qualitative’ data collection methods. This was to ascertain as to how tailor-made computerised multimedia games developed, could be evaluated by the users as being of therapeutic/educational use for their learners (end-users) with ASD. The researcher originated profiles to establish the diversity of each learner’s spectrum of therapeutic/educational autistic needs, preferences, capabilities, likes, dislikes and interests. The researcher orchestrated, collaborated and supervised the whole process from individual profiles completed by the practitioners, through to the profiles used as a baseline, by the development team, and to the designing, developing and evaluating iterative customised personalised computer games. Four hundred and sixty-four learners with ASD (end-users) and forty-nine practitioners (users) from nine educational establishments across the UK participated in this investigation. Two stages were carried out in an initial application procedure (with one school) and prototype procedure (with a further six schools and 2 educational establishments). Stage I - Planning, collection, organisation, Design-For-One approach and development. Stage II - Testing, Evaluation, Monitoring, Reflection and Maintenance. Optimistic ‘quantitative’ and ‘qualitative’ evidence emerged (using content analysis) from the implementation of games in the classroom and the practitioner’s therapeutic and educational evaluation of storyboards and games. The documented positive findings led to a conclusion that personalised games which had been developed over a ten-year period, showed to be of therapeutic/educational use to practitioners and their learners with ASD.
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