A wireless object location detector enabling people with developmental disabilities to control environmental stimulation through simple occupational activities with Nintendo Wii Balance Boards.
ABSTRACT The latest researches have adopted software technology, turning the Nintendo Wii Balance Board into a high performance standing location detector with a newly developed standing location detection program (SLDP). This study extended SLDP functionality to assess whether two people with developmental disabilities would be able to actively perform simple occupational activities by controlling their favorite environmental stimulation using Nintendo Wii Balance Boards and SLDP software. An ABAB design was adopted in this study to perform the tests. The test results showed that, during the intervention phases, both participants significantly increased their target response (i.e. simple occupational activity) to activate the control system to produce environmental stimulation. The practical and developmental implications of the findings are discussed.
- SourceAvailable from: Fabrizio Stasolla[Show abstract] [Hide abstract]
ABSTRACT: This study was aimed at assessing whether technological supports (i.e. optic sensors such as photocells) were successful enabling two boys with fragile X syndrome and severe to profound developmental disabilities to perform occupation and choice opportunities. A second goal of the study was to reduce stereotyped behaviours (i.e. hand mouthing and eye poking) exhibited by the participants. Finally, the third purpose of the study was to verify the rehabilitative effects of the intervention program on the indices of happiness of the participants. The study has been conducted according to a non-concurrent multiple baseline design across participants followed by intervention and cross over phases, where the associations between behavioural responses and environmental consequences were systematically inverted. Moreover, a maintenance phase was assessed. The results demonstrated that the technology is useful to facilitate employment and opportunities of choice, showing a growth of the indices of happiness and a decrease of stereotyped behaviours, from both participants involved. Clinical, practical and psychological implications of the findings are discussed.Research in developmental disabilities. 08/2014; 35(11):2993-3000.
- [Show abstract] [Hide abstract]
ABSTRACT: This study used a standard dance pad with a newly developed foot-pressing position detection program (FPPDP) software program. FPPDP is a new software program which was used to turn a standard dance pad into a foot-pressing position detector to evaluate whether two people with intellectual disabilities would be able to actively perform the activity of walking in place in order to control their preferred environmental stimulation. This study was performed according to a multiple baseline design across participants. The data showed that both participants were more willing to perform the activity of walking activity to activate the environmental stimulation during the intervention phases than in the baseline phase, and retained this effective performance in the maintenance phase. The practical and developmental implications of the findings are discussed.Research in developmental disabilities. 06/2014; 35(10):2394-2402.
- [Show abstract] [Hide abstract]
ABSTRACT: This study used content analysis of journal articles from 2001 to 2013 to explore the characteristics and trends of empirical research on gesture-based computing in education. Among the 3018 articles retrieved from 5 academic databases by a comprehensive search, 59 articles were identified manually and then analyzed. The distribution and trends analyzed were research methods, study disciplines, learning content, technology used, and intended settings of the gesture-based learning systems. Furthermore, instructional interventions were also analyzed based on the learning context or the sub-education domain to which they belonged to ascertain if any instructional intervention was applied in these systems. It was found that experimental design research is the most commonly used method (72.9%) followed by design-based research (20.3%). The findings indicate that Nintendo Wii is the gesture-based device that is the most often used (40%), while the domain in which the technology is most frequently used is special education (42.4%). The same trend was also found in a further analysis which identified that the domain which uses Wii the most is special education (70%). Among all the identified learning topics, motor skills learning has the highest percentage (44%). When grouping these topics into three domains of knowledge (procedural, conceptual, and both), the result demonstrates that both procedural and conceptual type of knowledge are equally distributed in the gesture-based learning studies. Finally, a comparison of instructional intervention of gesture-based learning systems in different sub-education domains is reported.Computers & Education 09/2014; 78:268–277. · 2.78 Impact Factor