Wendy Elizabeth Keay-Bright, Parisa Eslambolchilar and Aidan Taylor
This purpose of this paper is to present findings from three workshops that aimed to enable learners with profound and multiple learning disabilities to have a richer, more…
Abstract
Purpose
This purpose of this paper is to present findings from three workshops that aimed to enable learners with profound and multiple learning disabilities to have a richer, more meaningful experience of a digital curriculum and to bolster a more meaningful creative exchange than currently offered by off the shelf products.
Design/methodology/approach
Informed by the maker culture and participatory action research, this workshop method focussed on making prototypes and creating concepts that encourage a dialogic approach for envisioning future technologies. As a process of enabling design, this approach placed participants at the heart of iterative methods that support imaginative ideation and improvisation, rather than the production of marketable products.
Findings
A thematic analysis of post-workshop discussions revealed that participants felt inspired and supported to envision learner responses to stimuli as novel interactions, without prior knowledge of designing and coding. The collaborative approach provoked the articulation of narratives on learner ability and a reconsideration of “digital” with a contemporary curriculum for learners with profound disabilities.
Practical implications
Running a maker workshop requires a time and resource commitment from all parties. The emphasis is on easy-to-follow, direct teaching together with low cost electronics and non-digital materials, ensured that these demands were kept to a minimum. However, the gains of participation can only be maintained when support exists both in and out of the workshop environment through the provision of resources and communication channels.
Originality/value
The originality of the workshops lies in the focus on basic electronics, coding and prototyping as a means to think about digital futures. As a method of enabling technologies to tap into learner ability, this process fostered design dialogues through the social act of making, sharing and learning without the need for prerequisite skills.
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This report describes the early design stages of ReacTickles Global, a new phase of the Reactive Colours project that is being developed collaboratively with designers from the…
Abstract
This report describes the early design stages of ReacTickles Global, a new phase of the Reactive Colours project that is being developed collaboratively with designers from the Welsh Institute of Research in Art and Design (WIRAD), end users and an advisory panel from a range of related disciplines. The broad aim of ReacTickles Global is to explore how the inherent connectivity of mobile and web technologies can be exploited to encourage playfulness, creativity and social communication. The proposed target population is people with learning disabilities who might be disadvantaged at having to use traditional text‐based formats in order to master mobile communication and to enjoy social networks. The project will draw upon the experiences and outcomes of Reactive Colours, which developed on the basis of a flexible and agile design methodology that included the ideas and experiences of the target population throughout the design process. At an appropriate stage evaluation will consider whether playful social interaction with ReacTickles Global has the potential to enable learning that is both socially constructed and collaborative.
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Karen Guldberg, Kaska Porayska‐Pomsta, Judith Good and Wendy Keay‐Bright
This paper describes how researchers from diverse research disciplines are working together with design teams of children, carers and practitioners to create an exploratory…
Abstract
This paper describes how researchers from diverse research disciplines are working together with design teams of children, carers and practitioners to create an exploratory multimodal environment for children. This learning environment, entitled ECHOES II, aims to be both an educational intervention and an environment through which we research children's learning. It is designed for typically developing (TD) children and children with Asperger's syndrome aged five to seven, with the aim of enabling the children to enhance their social interaction and communication skills. This paper explains the technology development process, which in order to create designs that are relevant to the individual user, is based on a deep relationship between theory, design and practice. We outline our current focus upon the inter‐relationships between pedagogy, knowledge about child development, people and technology.