In Summer 2011 we were honored to present at the 42nd Autism Society National Conference and Exposition in sunny Orlando, FL. Our presentation focused on our observations of children with autism that beta tested Injini and how we used that information to improve our suite of learning games.
Here’s a slightly edited version of our presentation.
Project Injini and Autism Society National Conference
1. iPad Learning Games For Young
Children
42nd Autism Society National
Conference and Exposition
Orlando, FL
2. Project Injini – make learning fun
Collaborative project between experienced video game
designers and special education professionals
Suite of learning games for the iPad
Designed to
Minimize learning curves
Use state of the art technology
Appeal to the young developing minds (1 year and older)
3. Injini Child Development Game Suite
Suite of 9 learning games
Designed both for school and home use
Colorful graphics, use real children and adult voices
Improve fine motor skills, understanding of cause &
effect, spatial awareness, memory and visual
processing
4. Validation process
Designed with special education teachers, speech and
language pathologist, occupational therapist and
input from medical and academic professionals
Field testing in Albany Unified School District and
Center for Early Intervention on Deafness, Berkeley
Beta tested with local families with children with
special needs
Case studies and pilot programs
Conference presentations
5. User-centered design for children
Minimal interface
Universal game rules
Visual guide and word prompts
In game ‘HELP’ feature
8+ levels are arranged for each game
The level of difficulty increases as child progresses
6. Relevance to Autism
Visually attractive for visual learners
Provides both auditory and visual cues
Low frustration : No penalty for playing the games
incorrectly, levels advance with children’s progress
and in game HELP features
Provides 3-2-1 preparation time (no surprises)
Variety and diversity in games
Games are timed – 90 seconds or 15 questions brings
closure to the learning experience
7. Special features for teachers
4-9 menu options
Pause button (Optional)
Printable supplements that are made with Injini game
graphics so there’s continuity between iPad (digital)
and paper-based learning experiences
8. Case studies
Opportunity for using various
teaching methodologies
High level of engagement
Children are better focused
Social behavior and
communication when played
with teacher, therapist, and
peers
Creates a successful platform
for an inclusive setting