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© author(s) of these slides including research results from the KOM research network and TU Darmstadt; otherwise it is specified at the respective slide
3-Jun-15
Prof. Dr.-Ing. Ralf Steinmetz
KOM - Multimedia Communications Lab
Gamedays 2015
Blitzmerker: Learning Idioms
with a Mobile Game
Laila Shoukry
Laila Shoukry, M.Sc.
Polona Caserman
KOM – Multimedia Communications Lab 2
Serious Games Group
KOM – Multimedia Communications Lab 3
Autism and Social Interaction – The Problem
lutherwood.ca/
Autism Spectrum Disorder
 Most common cognitive disability
 Prevalence rate of 1 in 88 children
 Mainly affects social skills, communication
skills and interests
Deficits in Social Interaction
 Lack knowledge of how to properly
interact
 Lose motivation in social interaction
Develop social anxiety One factor: inability
to understand abstract concepts during
conversations difficulty responding to
metaphors and symbols
msnkarthik.com
KOM – Multimedia Communications Lab 4
Understanding Proverbs
In German: Die Kuh vom Eis holen.
What it means: Escape a risky situation.
KOM – Multimedia Communications Lab 5
Autism and Social Interaction – Intervention
behaviorfrontiers.com
Training Social Skills
 Improvement in response to exposure and
training
 But: decreased motivation increases social
gap Early Intervention to avoid escalation
 ABA: Applied Behavioral Therapy -
individualized coaching via therapists
Why Simulations and Games?
 Training social skills in non-real world
situations
 Encouraging environments with reduced
risk of failure and quick reward [1,2]
 Inherently interesting for Autistic children
[3]
 Less expensive for everyday use [4] tdlc.ucsd.edu
KOM – Multimedia Communications Lab 6
Software for Autism
Teachtown.com
Success
 Popular applications more accessible to a
wider audience [4]
 Practicing social and cognitive skills shown
to be effective [5]
 use of multimedia to simulate real-life
situations shows positive effects [4]
Design Requirements
 Using motivating visual and auditory
stimuli [5,6]
 Adaptive, individualized training [7,8]
 Different Configuration Options [8,9]
 Progress Statistics and Parent/Teacher
Dashboards
Teachtown.c
om
socialcluesgame.com
KOM – Multimedia Communications Lab 7
Blitzmerker
Idea
 Learning the meanings of different proverbs
 Engaging in conversations with different
characters
 Quizzes and additional info to improve
understanding
Features
 Available for German and English Idioms
 Extendable to other languages:
Conversations in xml format
 Difficulty Adaptations
 Different stories for longer engagement
 Encouraging Feedback and Hints
 Sound Effects and Interactive Elements
KOM – Multimedia Communications Lab 8
Blitzmerker – Story Structure
KOM – Multimedia Communications Lab 9
Personalization
Configuration Options
 Profiles for different users
 Choosing Language
 Background Image and Music
 Color of Text and Buttons
 Choose Character
 Use Photo as Avatar
 Reading Conversations Aloud
Parental Control Options
 Set maximum playing time per day
 Adapt Feedback and Toggle Sound
 Adding timers and bonus points
KOM – Multimedia Communications Lab 10
Logging
Logged Data
 Path in the story from start to end
 Tapped points on the screen
 Time required for each section
 Total time played
 Attempts to select the right answer
 Time needed for each answer
 Interruptions of gameplay
Benefits
 provide insights for both game design and
player progress evaluation
 Insight into game settings, tapped points,
story paths and learning progress
KOM – Multimedia Communications Lab 11
Evaluation
Field Study
 12 Children aged 8 to 16
 With parents and teachers
 Played on Android tablet devices
 Questionnaires before and after playing
 Observations by researcher and logging
statistics
Expert Evaluation
 Teachers and therapists who were also
involved in data collection and game
design
 Interviews, attending and observing field
studies and filling out questionnaires
KOM – Multimedia Communications Lab 12
Evaluation – Results
Observations
 no difficulty to interact, experience with
mobile devices
 motivated each other, compared
achievements and discussed the stories
they played
 Showed strong interest and wanted to
continue playing at home
 Some design improvements suggested
Questionnaires and Logging
 Differences in Abilities and Preferences
 high rating for the idea, audio,
comprehensibility and ease of use
 Goog rating for content, graphics, control
and fun
 75% learned new idioms
 Improvements in new iterations
KOM – Multimedia Communications Lab 13
Game available on Google Play
KOM – Multimedia Communications Lab 14
Questions & Contact
KOM – Multimedia Communications Lab 15
References
[1] Mitchell, P., Parsons, S., & Leonard, A. (2007). Using virtual environments for teaching social understanding to
adolescents with autistic spectrum disorders. Journal of autism and developmental disorders, 37(3), 589-600.
[2] Kandalaft, M. R., Didehbani, N., Krawczyk, D. C., Allen, T. T., & Chapman, S. B. (2013). Virtual reality social
cognitiontraining for young adults with high-functioning autism. Journal of Autism and Developmental Disorders,
43(1), 34-44.
[3] Boelte, S. (2009). [The ICF and its meaning for child and adolescent psychiatry]. Zeitschrift fur Kinder-und
Jugendpsychiatrie und Psychotherapie, 37(6), 495-497.
[4] Wainer, A. L., & Ingersoll, B. R. (2011). The use of innovative computer technology for teaching social communication to
individuals with autism spectrum disorders. Research in Autism Spectrum Disorders, 5(1), 96-107.
[5] Rayner, C., Denholm, C., & Sigafoos, J. (2009). Video-based intervention for individuals with autism: Key questions that
remain unanswered. Research in Autism Spectrum Disor-ders, 3(2), 291-303.
[6] Burckley, E., Tincani, M., & Guld Fisher, A. (2014). An iPad™-based picture and video activity schedule increases
community shopping skills of a young adult with autism spec-trum disorder and intellectual disability. Developmental
neurorehabilitation, (0), 1-6.
[7] Shane, H. C., & Albert, P. D. (2008). Electronic screen media for persons with autism spectrum disorders: Results of a
survey. Journal of autism and developmental disorders, 38(8), 1499-1508.
[8] Sehaba, K., Estraillier, P., and Lambert, D.. Interactive educational games for autistic chil-dren with agent-based system.
In Fumio Kishino, Yoshifumi Kitamura, Hirokazu Kato, and Noriko Nagata, editors, Entertainment Computing -
ICEC 2005, volume 3711 of Lec-ture Notes in Computer Science, pages 422–432. Springer Berlin Heidelberg, 2005.
ISBN 978-3-540-29034-6
[9] Paron-Wildes, A.J.. Sensory Stimulation and Autistic Children. In Implications: A News-letter by Informedesign. Vol. 06
Issue 04, 2007.

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Blitzmerker: Learning Idioms with a Mobile Game

  • 1. © author(s) of these slides including research results from the KOM research network and TU Darmstadt; otherwise it is specified at the respective slide 3-Jun-15 Prof. Dr.-Ing. Ralf Steinmetz KOM - Multimedia Communications Lab Gamedays 2015 Blitzmerker: Learning Idioms with a Mobile Game Laila Shoukry Laila Shoukry, M.Sc. Polona Caserman
  • 2. KOM – Multimedia Communications Lab 2 Serious Games Group
  • 3. KOM – Multimedia Communications Lab 3 Autism and Social Interaction – The Problem lutherwood.ca/ Autism Spectrum Disorder  Most common cognitive disability  Prevalence rate of 1 in 88 children  Mainly affects social skills, communication skills and interests Deficits in Social Interaction  Lack knowledge of how to properly interact  Lose motivation in social interaction Develop social anxiety One factor: inability to understand abstract concepts during conversations difficulty responding to metaphors and symbols msnkarthik.com
  • 4. KOM – Multimedia Communications Lab 4 Understanding Proverbs In German: Die Kuh vom Eis holen. What it means: Escape a risky situation.
  • 5. KOM – Multimedia Communications Lab 5 Autism and Social Interaction – Intervention behaviorfrontiers.com Training Social Skills  Improvement in response to exposure and training  But: decreased motivation increases social gap Early Intervention to avoid escalation  ABA: Applied Behavioral Therapy - individualized coaching via therapists Why Simulations and Games?  Training social skills in non-real world situations  Encouraging environments with reduced risk of failure and quick reward [1,2]  Inherently interesting for Autistic children [3]  Less expensive for everyday use [4] tdlc.ucsd.edu
  • 6. KOM – Multimedia Communications Lab 6 Software for Autism Teachtown.com Success  Popular applications more accessible to a wider audience [4]  Practicing social and cognitive skills shown to be effective [5]  use of multimedia to simulate real-life situations shows positive effects [4] Design Requirements  Using motivating visual and auditory stimuli [5,6]  Adaptive, individualized training [7,8]  Different Configuration Options [8,9]  Progress Statistics and Parent/Teacher Dashboards Teachtown.c om socialcluesgame.com
  • 7. KOM – Multimedia Communications Lab 7 Blitzmerker Idea  Learning the meanings of different proverbs  Engaging in conversations with different characters  Quizzes and additional info to improve understanding Features  Available for German and English Idioms  Extendable to other languages: Conversations in xml format  Difficulty Adaptations  Different stories for longer engagement  Encouraging Feedback and Hints  Sound Effects and Interactive Elements
  • 8. KOM – Multimedia Communications Lab 8 Blitzmerker – Story Structure
  • 9. KOM – Multimedia Communications Lab 9 Personalization Configuration Options  Profiles for different users  Choosing Language  Background Image and Music  Color of Text and Buttons  Choose Character  Use Photo as Avatar  Reading Conversations Aloud Parental Control Options  Set maximum playing time per day  Adapt Feedback and Toggle Sound  Adding timers and bonus points
  • 10. KOM – Multimedia Communications Lab 10 Logging Logged Data  Path in the story from start to end  Tapped points on the screen  Time required for each section  Total time played  Attempts to select the right answer  Time needed for each answer  Interruptions of gameplay Benefits  provide insights for both game design and player progress evaluation  Insight into game settings, tapped points, story paths and learning progress
  • 11. KOM – Multimedia Communications Lab 11 Evaluation Field Study  12 Children aged 8 to 16  With parents and teachers  Played on Android tablet devices  Questionnaires before and after playing  Observations by researcher and logging statistics Expert Evaluation  Teachers and therapists who were also involved in data collection and game design  Interviews, attending and observing field studies and filling out questionnaires
  • 12. KOM – Multimedia Communications Lab 12 Evaluation – Results Observations  no difficulty to interact, experience with mobile devices  motivated each other, compared achievements and discussed the stories they played  Showed strong interest and wanted to continue playing at home  Some design improvements suggested Questionnaires and Logging  Differences in Abilities and Preferences  high rating for the idea, audio, comprehensibility and ease of use  Goog rating for content, graphics, control and fun  75% learned new idioms  Improvements in new iterations
  • 13. KOM – Multimedia Communications Lab 13 Game available on Google Play
  • 14. KOM – Multimedia Communications Lab 14 Questions & Contact
  • 15. KOM – Multimedia Communications Lab 15 References [1] Mitchell, P., Parsons, S., & Leonard, A. (2007). Using virtual environments for teaching social understanding to adolescents with autistic spectrum disorders. Journal of autism and developmental disorders, 37(3), 589-600. [2] Kandalaft, M. R., Didehbani, N., Krawczyk, D. C., Allen, T. T., & Chapman, S. B. (2013). Virtual reality social cognitiontraining for young adults with high-functioning autism. Journal of Autism and Developmental Disorders, 43(1), 34-44. [3] Boelte, S. (2009). [The ICF and its meaning for child and adolescent psychiatry]. Zeitschrift fur Kinder-und Jugendpsychiatrie und Psychotherapie, 37(6), 495-497. [4] Wainer, A. L., & Ingersoll, B. R. (2011). The use of innovative computer technology for teaching social communication to individuals with autism spectrum disorders. Research in Autism Spectrum Disorders, 5(1), 96-107. [5] Rayner, C., Denholm, C., & Sigafoos, J. (2009). Video-based intervention for individuals with autism: Key questions that remain unanswered. Research in Autism Spectrum Disor-ders, 3(2), 291-303. [6] Burckley, E., Tincani, M., & Guld Fisher, A. (2014). An iPad™-based picture and video activity schedule increases community shopping skills of a young adult with autism spec-trum disorder and intellectual disability. Developmental neurorehabilitation, (0), 1-6. [7] Shane, H. C., & Albert, P. D. (2008). Electronic screen media for persons with autism spectrum disorders: Results of a survey. Journal of autism and developmental disorders, 38(8), 1499-1508. [8] Sehaba, K., Estraillier, P., and Lambert, D.. Interactive educational games for autistic chil-dren with agent-based system. In Fumio Kishino, Yoshifumi Kitamura, Hirokazu Kato, and Noriko Nagata, editors, Entertainment Computing - ICEC 2005, volume 3711 of Lec-ture Notes in Computer Science, pages 422–432. Springer Berlin Heidelberg, 2005. ISBN 978-3-540-29034-6 [9] Paron-Wildes, A.J.. Sensory Stimulation and Autistic Children. In Implications: A News-letter by Informedesign. Vol. 06 Issue 04, 2007.