autism and tablet computers in turkey: teaching picture sequencing skills via a web-based ipad...
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International Journal of Child-Computer Interaction xx (xxxx) xxx–xxx
Contents lists available at ScienceDirect
International Journal of Child-Computer Interaction
journal homepage: www.elsevier.com/locate/ijcci
Case report
Autism and tablet computers in Turkey: Teaching picture sequencingskills via a web-based iPad application
Q1 Ceymi Doenyas a,∗, Emre Şimdi b, Ezgi Çagla Özcan b, Zehra Çataltepe b,Binyamin Birkan c,d
a Princeton University, NJ, United Statesb Istanbul Technical University, Istanbul, Turkeyc TOHUM Autism Foundation, Istanbul, Turkeyd Istanbul Aydın University, Istanbul, Turkey
a r t i c l e i n f o
Article history:Received 12 July 2013Received in revised form6 April 2014Accepted 25 April 2014
Keywords:AutismTurkeyASDABAiPadApplicationSequencingCard gameTechnologyInteractionWeb-basedHTML5
a b s t r a c t
We conducted the first study on Turkish children with autism and tablet computers, with a web-basediPad application designed especially for them. We performed a pilot study on three Turkish boys ofdifferent ages with autism to observe their reactions to the tablet application and its effectiveness inteaching the sequencing skill, which is part of their educational curriculum. Our application had a testingsession with no prompts or rewards and a teaching session with prompts, rewards, and demonstration ofcorrect responses. First, our participants played the testing session to determine their baseline sequencingabilities. Next, they played the teaching session. Finally, they played the testing session again to see ifthey were now able to sequence the cards on their own. Through this application, the 11-year-old boy’ssequencing skills improved without external help, via only the prompts and reinforcements of the iPadapplication. The applicationwas not enough to teach sequencing to the 4-year-old, who required externalhelp, and it was too simple for the 15-year-old, who did not use any prompts and quickly became bored.Based on our findings, we discuss how to improve similar sequencing applications and offer suggestionsfor designing iPad applications for individuals with autism.
© 2014 Published by Elsevier B.V.
1. Introduction1
Individuals with autism are impaired in social interaction and2
communication, and have repetitive, restricted, and stereotypedQ23
behavior patterns and interests [1]. Early diagnosis and effective4
interventions through structured programs and educational meth-5
ods result in significant progress in autism [2]. Autism is universal.6
Individuals with autism show similar behavioral impairments and7
share similar learning characteristics all around the world. Infor-8
mation about new methods in the education of individuals with9
autism from one country can help those in another and is invalu-10
able for international generalization of new technologies that are11
available in today’s world.12
The Turkish government organized a project named Fatih Pro-13
jesi to deliver tablet computers to public schools and purchased the14
∗ Corresponding author.E-mail address: [email protected] (C. Doenyas).
tablets in November of 2013 (relevant press release can be found 15
in http://fatihprojesi.meb.gov.tr/tr/haberincele.php?id=108). For 16
students with autism who attend public schools to benefit from 17
this project as well, there should be Turkish tablet applications de- 18
signed specially for the needs of these individuals. Moreover, the 19
United States Embassy in Ankara is conducting a project to develop 20
a Turkish iPad application to be used as a voice output commu- 21
nication aid, i.e. voice what the children with autism who have 22
problems with speaking wish to say. Yet, there is no information 23
currently available in Turkey on how Turkish children with autism 24
will interact with tablet applications designed for them. So, we 25
have performed a pilot study to code and test a tablet application in 26
Turkish for a skill that is in the educational curriculum of children 27
with autism. The purpose of this study was to observe the reaction 28
and interest of Turkish children with autism to educational iPad 29
applications and see whether they will be able to learn from such 30
an application. 31
This is the first study that has designed a Turkish application 32
for children with autism and has tested it on Turkish children with 33
http://dx.doi.org/10.1016/j.ijcci.2014.04.0022212-8689/© 2014 Published by Elsevier B.V.
2 C. Doenyas et al. / International Journal of Child-Computer Interaction xx (xxxx) xxx–xxx
autism.We carried out this pilot, data-based study since in Turkey,1
we currently do not have available educators for a period of time2
that is required for a single-subject experimental design and the3
time constraints on the curriculum of the participating children4
with autismdo not allow for such an extensive design. Our purpose5
was to open the way for the coding of such applications in Turkey6
and provide information to help design controlled experimental7
studies in the future when the resources will be available.8
This study is important in two ways: 1. to provide useful9
information about how Turkish children with autism react to the10
tablet application, if they are able to learn from it, and how the11
future applications should be developed, and 2. to lead the way12
for future studies that will allow cross-cultural comparison of the13
interaction of individuals with autism and tablet computers in14
Turkey and other countries.15
Why iPads? There are several iPad applications that can be used16
by both individuals with and without autism, some flashcards17
and images that could be used within Applied Behavioral Analysis18
(ABA) therapy (http://www.autismspeaks.org/autism-apps), and19
several iPad applications that are intended for individuals with20
autism. Because the use of mobile technology by individuals with21
autism is still quite new, experts call for more in depth research22
in this field (Yee 2012) and the purpose of this paper is to show23
how Turkish children with autism interact with tablet computers24
and whether they are able to learn from a tablet application. We25
selected a skill that our participants needed to learn and aimed26
to teach it through the tablet computer technology. We have27
conducted our tests in Tohum School for Autism in Istanbul, the28
only school for individuals with autism in Turkey that applies ABA29
principles.30
Previous experiments show that teaching concepts to children31
with autism through technological devices has many advantages32
over the traditional methods. Children with autism were more33
attentive, more motivated, and learned more vocabulary with34
educational software programs of a computer than with the35
behavioral program [3]. Adding computerized games to the regular36
language therapy sessions produced the following results: children37
were more attentive, had more communicative initiatives and38
more eye contact,weremore interactive, usedmore verbalizations,39
and made more action requests [4]. Given these advantages of40
technology, the portable and engaging nature of iPads and their41
easy-to-use touchscreens that provide instant gratification for42
children [5], we used iPads as our teaching medium.43
Why sequencing? The reason we chose to design an application44
for the skill of sequencing is because sequencing events in a story45
is an important expressive language skill that is frequently absent46
in children with autism. It is one of the basic skills underlying47
communication, reading, and speaking, but there is no available48
evidence showing how the development of sequencing skills in49
children with autism can be assisted by an iPad application.50
A lack of sequencing story events skills limits the use of lan-51
guage that promotes interactions, which results in a further de-52
crease in opportunities to engage in a meaningful communication53
experience. For example, when an adult initiates a conversation54
with a child (e.g., tell me what you did today), the child may not55
respond if he/she does not know how to sequence in his mind and56
explain the events he/she was engaged in during the day in the or-57
der they happened.58
Studies focusing on teaching sequencing story events skills to59
children with autism have reported favorable language develop-60
ment gains. Increase in sequencing story events skills has resulted61
in increases in social interactions, positive affect, and spontaneous62
speech [6], as well as improvements in expressive language and63
social-communicative behaviors [7]. Since children with autism64
are already at a communication disadvantage, these findings have65
led to the belief that sequencing story events should be a core66
component of any intervention program for young children with 67
autism [8]. 68
Learning how to sequence story events helps children form 69
connections between different stages of an event. For individuals 70
with autism, it is hard to assemble the pieces from each stage 71
and see the event as a whole. Sequencing game cards are used in 72
the education of individuals with autism since they help children 73
analyze pictures, put the events in the correct order, and predict 74
the consequences of actions. If the individual does not understand 75
the sequence of events, then he/she cannot narrate the event. 76
Sequencing activities also help children with autism acquire 77
the prerequisite skills for reading and writing. In order to sort the 78
images, children should be able to think of a story in pieces and 79
distinguish the differences between its stages. The ability to notice 80
the differences and understandwhat the images represent is one of 81
the prerequisite skills for reading. In order to read, children should 82
be able to differentiate the letters, i.e. realize that a is different 83
from b. The skill of telling apart different photographs depicting 84
distinct stages of an event prepares the student to differentiate 85
letters and words later on, which are more abstract than pictures. 86
Thus, the skills of reading and distinguishing different words that 87
are written or spoken build on the skill of assigning meaning and 88
distinguishing different stages of an event, which is acquired by 89
sequencing story event photographs [8]. 90
Applied behavioral analysis (ABA). Applied Behavioral Analy- 91
sis (ABA) is a scientific method that investigates environmental 92
variables influencing socially important behaviors and uses those 93
findings to implement interventions thatwill improve such behav- 94
iors [9]. ABA principles posit that immediate consequences have 95
the largest effects, and that reinforcement is key in behavioral 96
change programs [9]. These ideas are employed in ABA-based be- 97
havioral modification programs for individuals with autism. 98
The first phase of ABA starts with evaluating the individual’s 99
behaviors and skills. In this stage, target behaviors need to be 100
analyzed in detail. Skills are broken down into simple steps and 101
every session consists of discrete trials that aim to teach the indi- 102
vidual that specific skill. In the teaching session, first an instruc- 103
tion is presented to the individual in a clear and consistent tone. 104
After waiting for a response for a while, if the correct response is 105
not given, the individual is directed to the desired response by pro- 106
viding prompts. ABA, being a faultless teaching approach, aims to 107
prevent individuals from giving erroneous answers, so prompting 108
the individual to perform the desired behavior is an important part 109
of this method. These prompts can be provided as visual cues, such 110
as pointing out the correct answer or fading out thewrong options. 111
Prompts need to be repeated until the desired behavior is per- 112
formed and reinforcement should immediately follow the correct 113
response tomake the child understand the connection between the 114
correct answer and the reward. These steps are repeated by fading 115
the prompts and the reinforcers gradually as the child begins to 116
perform better [10]. In our application, we have used the prompt 117
and prompt-fading procedures of ABA and we have designed the 118
testing and teaching versions of the application according to the 119
ABA steps described above. 120
Relevant iPad applications. Below is a list and short description 121
of the existing iPad applications that are in some way related to 122
the sequencing game we set out to design for Turkish children 123
with autism. After analyzing what is missing in those applications 124
with regard to the ABA principles, we designed our application 125
specifically for the education of children with autism. 126
• ‘‘Speech with Milo - Sequencing’’ intends to build sequencing 127
and narrative skills for individuals who need special education. 128
In the application, the player gets three different sequencing 129
cards and needs to put them in the correct places. The 130
application has a rich settings page that allows users to toggle 131
on and off the success and unsuccessful sounds, background 132
C. Doenyas et al. / International Journal of Child-Computer Interaction xx (xxxx) xxx–xxx 3
music, andwritten and spokenwords. If thewritten and spoken1
words are turned on, the application gives a sentence that2
explains the event, such as ‘‘driving a car’’. In the beginning, the3
application gives the prompt ‘‘put the cards in order’’ in both4
written and spoken form. The figures on the cards are cartoon5
characters and the background space of the cards is very busy,6
which makes it hard to focus on and distinguish the actions in7
the frames. If the user chooses to get a hint, then each card is8
given with a phrasal explanation written below, but since there9
is no sound option for the card explanations, this prompting10
strategy is not the best one to help the children who cannot11
read. If the child tries to drag the card to the wrong place, he is12
not allowed to place it there, which prevents him from making13
a mistake, as is recommended in ABA. Yet, there are no hints14
indicating the card’s correct location to help the child get to15
the correct response. When the card is placed in the correct16
place, there is a clapping sound, which can serve as positive17
reinforcement for the correct behavior. Lastly, the application18
does not record the data of the user, which would have been19
beneficial to keep track of the improvements.20
• ‘‘Tell a Story with Tommy: Community Sequences’’ is mainly21
focused on the development of story telling and sequencing22
skills for all children. It has seven story options: go home, the23
car, library, pool, school, visit, and grocery. At the beginning of24
the game, the story is told with images. There are four images25
with cartoon characters that appear on the screen one at a time,26
accompanied by a few sentences explaining each image, which27
are written on the screen and are also narrated. The sentences28
and the narration can be turned on and off. After that, four29
different cards are given to the child in a random order and the30
child is expected to sequence them. The child is not allowed31
to perform a wrong move and the narrator’s voice encourages32
the child to try again (‘‘try again’’, ‘‘why don’t you try again’’,33
‘‘okay, not quite’’, ‘‘give it another shot’’, ‘‘one more try’’). The34
voice appreciates the childwhen she performs the correctmove35
(‘‘nice job, ‘‘right on’’, ‘‘way to go’’, ‘‘you’ve got it’’). When the36
child is able to complete the sequencing of all four cards, there37
appears a dancing kid on the screen as a reward. There are38
verbal reinforcers in the game, which have a lot of variation, but39
there is a lack of visual prompts that guide the player towards40
the correct move. This application does not track the user’s41
performance either.42
• ‘‘Making Sequences’’ allows the selection of the game that the43
user wants to play (going to the beach, sending a letter, blowing44
up a balloon etc.) as well as the creation of a new personal45
one by adding the user’s own images and sounds. Since actual46
photography with simple background and real people is used47
in this application, frames are suitable for children with autism.48
There is a ‘‘watch’’ option to listen to the stories before starting49
the ‘‘place in order’’ section. The main consideration is that,50
during the game, the user needs to slide the cards over each51
other in order to put them into the correct places. Numbers are52
placed above the photographs as a cue for the sequencing order.53
As a result, a player who knows the order of the numbers can54
sequence the actions correctlywithout paying attention towhat55
is depicted in the cards. In addition, until the ‘‘Done’’ button is56
hit, there are no clues as to whether the performed sequence is57
right or not. These features can be confusing for children with58
autism. During the game, when the child selects the ‘‘listen to59
story’’ option, the cards are narrated in the order that the child60
places them in, not necessarily in the correct order, which can61
cause the children with autism to learn an incorrect sequence62
as a correct one.63
• ‘‘iSequences’’ is especially designed for children with autism64
or children with other special educational needs. It aims to65
teach autonomous habits (such as brushing teeth, washing66
hands or getting dressed), leisure activities (such as going to 67
the movies or doing sports), daily activities (such as doing 68
laundry or going to school) and the emotions following the 69
sequenced events (such as happiness or surprise). There are a 70
hundred different sequencing games and each game includes 71
three or four cards. The application has many setting options 72
to customize the game, including five different languages. 73
Cartoon characters are used in this application. When the child 74
completes the sequencing successfully, the game rewards her 75
with an applause and a reward picture. There is a different 76
reward picture at the end of each sequence, a variety that 77
engages the player. This application is well designed in terms of 78
the diversity of images and activities, which is likely to prevent 79
boredom and enable interested interactionwith the application 80
for a long time. There are no prompts to guide the child to the 81
right action. The applicationwaits until the last card is placed to 82
indicate whether the sequencing is correct or not, and lets the 83
child place the cards in incorrect locations, so there is a lack of 84
immediate feedback to the user. 85
• ‘‘Sequencing Tasks - Life Skills’’ is another sequencing applica- 86
tion that uses simple, actual photographs, which helps the child 87
to focus on the actions in the frames. Before the sequencing, the 88
whole activity is described with a video. Then, each frame that 89
is used in the sequencing is narrated individually. The player is 90
not allowed to put the card in an incorrect place but there is no 91
cue to lead him to the card’s correct location. When the card 92
is placed in the correct location, the application rewards the 93
player with a ring sound and by saying ‘‘wonderful’’, ‘‘perfect’’, 94
‘‘excellent’’, and ‘‘that’s right’’. When the player tries to put a 95
card to an incorrect location, the application says ‘‘this doesn’t 96
go here, try again’’ and moves the card back. When each card 97
is touched, the activity depicted in it is narrated, which may be 98
a helpful cue. There is a ‘‘Statistics’’ option, which shows the 99
activity history that includes the date and time the application 100
was played, name of the activity, and the total number of incor- 101
rect placements during each session. This is useful to track the 102
improvement of the player. 103
Evaluation of the existing sequencing applications.After analyzing 104
the properties of the existing applications listed above, we decided 105
on the following guidelines for our application: 106
• It seems that most of these applications and other educational 107
applications for children with special needs do not have a real- 108
time cue system that teaches the child how to play the game. 109
Rather, the cue is given beforehand and a correct move is ex- 110
pected from the child or if no cue is given, the child is not 111
allowed to make an incorrect move. Prompting is very im- 112
portant for learning and it is advised that prompting should 113
be increased or decreased depending on the child’s perfor- 114
mance [11]. Thus, we decided to implement a real-time cue sys- 115
tem in our game, which adjusts the level of the cues according 116
to the performance of the child. 117
• Some applications use cartoon characters and some use real 118
photographs. A decade of experiencewith Turkish childrenwith 119
autism and a total of 23 years of experience with individu- 120
als with autism show that they learn more easily and better 121
from real characters compared to cartoon characters, which 122
seem to be too complicated for the children to make con- 123
nections with real life. This is also remarked by autism ed- 124
ucators on online sources, such as The Autism Helper, who 125
say that cartoon depictions can sometimes be too abstract for 126
children with autism and advise the use of real photographs 127
(http://theautismhelper.com/real-photo-pecs). This is the rea- 128
son behind our choice to use pictures of human models in our 129
application. We used two different characters instead of the 130
same person performing all the actions in order to better enable 131
4 C. Doenyas et al. / International Journal of Child-Computer Interaction xx (xxxx) xxx–xxx
Table 1Advantages and disadvantages of HTML5, IOS, and Android application platforms.
HTML5 IOS ANDROID
Advantages
• Application works on every platform • High speed native application • High speed native application• Promising Future Technology • Does not require internet
connection/web server• Does not require internet connection/webserver
• Higher speed than earlier web technologies • Attractive User Interface • Cost friendly to learn, code and maintain• Open sourced, available libraries on internet(Jquery, etc.)
• Attractive User Interface
• Easier and cost friendly to learn, code andmaintain
Disadvantages
• Relatively less speed comparing to the nativeapplications
• Need to get MAC for coding • Application only works in Android platform
• May require internet connection • Need to get iPad for testing• Not stable, frequently being updated • Need to pay in order to become official
developer• Application only works on Appleplatform
generalization across different people. Yet, we are aware that1
further tests should be performed on the comparative effective-2
ness of teaching from real vs. cartoon characters, which will be3
the focus of a future study on Turkish children with autism.4
• Wedidnot put anynumbers or letters on the pictures to prevent5
the children from paying attention solely to those cues and ig-6
noring the event depicted in the photographs that are supposed7
to be sequenced.8
• Moreover, all of the applications described above allow the9
player to start sequencing from any card they want. Based on10
long years of experience with children with autism in Tohum11
School, the educators and the principal recommended that our12
application should only allow the player to start sequencing13
from the first card. This is important because when typically14
developing individuals are engaged in a dialog in real life, they15
start explaining an event from its beginning, not from itsmiddle16
or end. This makes the story easier to understand and it helps17
the storyteller remember the continuation of the story, since18
the beginning of a story serves as a cue to what comes next.19
We are designing this application to improve real life commu-20
nication skills of individuals with autism and teaching them to21
begin with the first event in the sequence is an important step22
in helping them acquire the skill of talking about their daily life23
events to others.24
• In addition, none of these games except one keeps track of the25
player’s performance. In schools for children with autism, for26
every task in the curriculum, the instructors collect data prior27
to, during, and after learning to see whether the student was28
able to learn successfully. In order to see the development of29
children’s abilities, we implemented a performance tracking30
and data recording system to collect the results of this sequenc-31
ing game. Different from the data collection in ‘‘Sequencing32
Tasks—Life Skills’’ application, our application tracks the per-33
formance for each card and the overall performance.34
• We have decided to code our application as an educational35
game, defined as having a balance of educational and entertain-36
ment value (Prensky, 2001, as cited in [12]). Educational video37
games comprise rewards and interactive cues that offer feed-38
back and induce learning [13], qualities we have included in our39
application.We decided that our application should have a test-40
ing session to measure the skill level prior to and after learning,41
and a teaching session to teach the sequencing skill. The testing42
and teaching sessions are parts of our application, which is an43
educational game.44
Choosing the platform of HTML5. We could have coded our45
application for IOS, an operating system that runs on Apple46
products, or for Android, a mobile operating system that runs47
on devices other than Apple products. Or, we could have chosen48
to code a Web-Based application, HTML5, which is described in 49
detail by Vaughan-Nichols [14]. Afterweighing the advantages and 50
the disadvantages of these options, we decided to use HTML5. 51
The most important reason for our choice was the flexibility that 52
allowed the application to be available on all platforms, such as 53
PCs, different brands of mobile phones, and tablets. In Table 1, the 54
advantages and disadvantages of HTML5 and the other platforms 55
are listed. 56
2. Material and methods 57
2.1. Study design 58
This was a pilot study to observe the suitability of an Applied 59
Behavioral Analysis based iPad application for different aged 60
Turkish children with autism. We also aimed to see whether the 61
prompts and cues of the application would be enough to teach 62
the skill of sequencing without any external prompting from the 63
teachers. We used an ABA design over three participants; A was 64
our baseline condition where we used the testing session of the 65
iPad application that included no prompts, B was our intervention 66
condition where we used the teaching session of the application 67
that has prompts and reinforcers and used teaching with external 68
assistance to one participant who required it, and A was our 69
baseline condition that we used again post-intervention to see the 70
effectiveness of the teaching, where we used the testing session 71
that had no prompts. 72
We chose 3 Turkish boys of different ages with autism who 73
were ready to learn the skill of card sequencing. They were 4, 11, 74
and 15 years old. As opposed to regular participant pools where 75
an experimental and a control group can be established, with 76
children with autism we cannot form homogeneous experimental 77
and control groups because even when the children have the 78
same diagnosis of autism, the same gender, and the same age, 79
their academic incompetencies and the degree to which they are 80
affected by autism highly differ. So, we tested the application on 81
each child, and compared their performance after the learning 82
to their performance prior to it, instead of comparing their 83
performance to a control group of children with autism who did 84
not use the application or who used paper-based methods to learn 85
sequencing. 86
2.2. Participants 87
The inclusion criteria for our participants were the following: 88
• Owning a tablet computer 89
• Possession of the following prerequisite skills: (1) understand- 90
ing and following simple instructions, (2) adequate level of fine
C. Doenyas et al. / International Journal of Child-Computer Interaction xx (xxxx) xxx–xxx 5
Fig. 1. Preferences, where the tester selects the teaching or testing session.
motor skills, (3) picture identification skills, and (4) adequate1
on-task engagement during daily activities2
• Different age groups3
• Approval of the school and their parents4
• Need to learn the sequencing skill5
The participants were diagnosed with autism according to DSM6
IV criteria, which was the available diagnosing instrument at the7
time the testing took place. The diagnosis was given through the8
direct observations of child psychiatrists and behavioral analysts.9
Wehave received parental consent for each participant prior to the10
study.11
Cihan is a 15 years and 9month old boy diagnosed with autism.12
He has been participating in the educational curriculum of TohumQ313
for 7 years. He started the school section of Tohum when he was14
10 years old. Cihan has reading and writing skills, and his skill15
of understanding what he reads is improving. He is working on16
mathematical problems that require addition and subtraction. In17
terms of his expressive language, he is able to hold short conver-18
sations when he is informed about their topic beforehand. He is19
able to record his daily activities in his phone in order, and follow20
his schedule independently. He is also attending some classes in a21
music-focused high school. In Turkey, the translated and adapted22
version of the Wechsler Intelligence Scale for Children-Revised23
(WISC-R), [15] is used to measure the intelligence of children and24
this test was administered to measure Cihan’s IQ. Cihan’s verbal IQ25
is 50, his performance IQ is 96, and his total IQ is 70.26
Oğuz is an 11 years and 6month old boy diagnosedwith autism.27
He has been a student in the school section of Tohum for 6 years.28
Oğuz has reading and writing skills, and he is improving himself in29
terms of understanding what he reads. He is working on addition30
problems inmathematics.With the help of pre-determined scripts,31
he is able to hold short conversations about certain topics. Oğuz32
is able to follow his activities in order from a written activity33
schedule. Oğuz is attending a general educational school as part34
of an inclusion program. Oğuz’s IQ was measured using the WISC-35
R intelligence test [15]. Oğuz’s performance IQ is 42 and his verbal36
IQ and total IQ could not be computed because he was not able to37
provide sufficient responses.38
Yavuz is a 4 years and 9 month old boy diagnosed with autism.39
He has been a student in Tohum for 2 years. He is practicing40
following prompts that describe two actions. He is working on41
line drawing as preparation for acquiring writing skills. For fluent42
language skills, he is studying color recognition, and for expressive43
language skills, he is working on the skill of initiating interactions.44
He is able to independently follow activity schedules that have45
pictures. Denver II Developmental Screening Test was performed46
on Yavuz and his test results are abnormal. He has received a total 47
of 11G and 7U points in the areas of social, fine and gross motor, 48
and language skills. G denotes the areas that are lagging behind 49
in development when compared to younger individuals, and U 50
denotes areas that are lacking in performance when compared to 51
peers. 52
These participants were selected because theywere all ready to 53
learn the skill of sequencing. All three participants have the ability 54
of differentiating pictures and objects. Yavuz and Oğuz have not 55
practiced sequencing actions in traditional paper methods before. 56
Cihan had some prior practice ordering photographs. Although 57
none of them had an iPad at school, Cihan and Oğuz have been 58
using iTouchs, so they have prior experience with touch screen. All 59
of them received iPad donations three weeks before testing began 60
and started using iPads for their rewards and free times. All of them 61
have the ability of holding, grabbing, and carrying objects from 62
one place to another in real life. Cihan and Oğuz are able to tap 63
on, slide, and move pictures on touch screen. Yavuz just started 64
solving puzzles and playing instruments on his iPad, and his skills 65
of holding and dragging items on touch screen are improving. 66
2.3. The iPad application 67
2.3.1. User interface 68
In our sequencing card game application, after verifying the 69
user and selecting the student, the ‘‘Preferences’’ page appears 70
on the screen. There are two sessions: ‘‘Testing’’ and ‘‘Teaching’’ 71
(Fig. 1). After choosing the session, the child starts to play the se- 72
quencing game (Fig. 2). 73
There are 5 different sequencing stories: brushing teeth,making 74
a sandwich, getting on and riding a bike, taking a jacket out of the 75
closet and putting it on, and pouring orange juice into a cup and 76
drinking it. The child plays each activity two times in a random 77
order in each session. The child is required to put the cards in the 78
correct order by pulling them down. 79
In the testing session, the child gets a chance to play the game 80
on his ownwithout any prompts or reinforcers because the testing 81
session aims tomeasure the child’s independent performance. Still, 82
the child is not allowed to place the card in an incorrect location so 83
that he will not assume that it is the correct sequence and learn 84
it as such. If the child tries to place a card in an incorrect location, 85
then the card bounces back to its starting location and does not 86
get placed in the incorrect location. If the child cannot put the 87
card to the correct location within a certain amount of time, then 88
the card is placed into the correct location automatically without 89
any prompts and the child is considered to be unsuccessful in its 90
6 C. Doenyas et al. / International Journal of Child-Computer Interaction xx (xxxx) xxx–xxx
Fig. 2. During the sessions, the child is expected to pull the cards down in the correct order.
placement. There are no reinforcers when the child is able to place1
the cards in their correct location. If the child is able to put all three2
cards in their correct places, then he gets a feedback in the form of3
a video showing the sequence of actions accompanied by different4
theme songs from cartoons and musicals such as Disney movies5
and Grease. Video modeling was shown to be effective in teaching6
certain tasks to students with disabilities [16]. The skill that we7
aim to teach is sequencing and it is important for the child to see8
his end product when he sequences the cards correctly, just as he9
would see what he has produced if we were using paper-based10
methods. Thus, he does not just look at the three steps separately,11
but understands how they come together to produce the whole12
event.13
In the teaching session, the child plays the game with prompts14
and reinforcers. If he cannot perform the desired action, then the15
card to be moved next is highlighted and starts blinking to give a16
cue. If the child cannot make the correct response within 6 s after17
this cue, then the same cue repeats. If the child still cannot make18
the correct response, then all the other cards fade. After 6 more19
seconds of no correct response, the card is placed in its location20
automatically. If the child places the card in the correct location at21
any time before it is placed automatically, then there is a ‘‘Bravo!’’22
sound accompanied by clapping in order to reinforce the child’s23
correct behavior. The game does not let the child put a card in24
an incorrect location. When each sequencing game is finished, the25
child watches the video evenwhen he is not able to place the cards26
correctly because seeing the complete event will help his learning.27
Werecord the cardmoves produced by the child and their time-out28
counts.29
2.3.2. System architecture30
Different programming languages were used for the develop-31
ment of the application. The User Interface was coded by HTML32
technology. With the new features of HTML5, by using CSS3, we33
have given a child-friendly user interface to the application. More-34
over, using Jquery let us have impressive graphics, such as iPhone35
styled buttons. In addition to the HTML, CSS3 and Jquery technolo-36
gies, we usedMySQL for retrieving data from the database and PHP37
for manipulating MySQL. In order to provide a smooth user expe-38
rience [17], we implemented the AJAX technology (Fig. 3).39
2.3.3. Performance recording40
We have different performance recording parameters for each41
session of the game. In the teaching session, we use a real-time42
cue system (Fig. 4). After the instruction of the game, for every 6 s43
that the child cannot perform the desired action, a time-out occurs.44
Fig. 3. System architecture.
After the first and the second time-outs, the card to be sequenced 45
is highlighted with a red frame and it starts blinking. If the child 46
still cannot put the card to the right place, by the time the third 47
time-out occurs, then all other cards fade out. In case of a fourth 48
time-out, the card is placed in its correct location automatically. 49
According to the performance of the child during the game, 50
counting the time-outs, we developed a point-based performance 51
recording system: 52
• If the child placed the card before the 1st time-out = 5 points 53
• If the child placed the card after the 1st time-out = 4 points 54
• If the child placed the card after the 2nd time-out = 3 points 55
• If the child placed the card after the 3rd time-out = 2 points 56
• If the child fails to place the card after the 4th time-out = 1 57
point 58
In the testing session (Fig. 5), we check whether the child can 59
correctly sequence the cards or not. The same time-out system 60
exists in this session; but only one time-out is applicable for each 61
card. When the time-out occurs, instead of a cue, the card is 62
automatically sequenced. If the child performs the correct action, 63
he is given 5 points, and if he cannot, he gets 1 point. 64
2.3.4. Data collection 65
We collected data over a 2-week period in Tohum School for 66
children with autism. Behavioral analyst and autism professor Dr. 67
Binyamin Birkan, who is the principal of Tohum School, trained 68
the teachers to guide their participants to sit at a table and 69
attend to the iPad application. CeymiDoenyas andBinyaminBirkan 70
observed and supervised the tests. Ezgi Özcan, Emre Şimdi, and 71
Zehra Çataltepe collected and interpreted the data. 72
No outside prompts or help was given to the participants in 73
order to measure how effective the prompts and the rewards of 74
C. Doenyas et al. / International Journal of Child-Computer Interaction xx (xxxx) xxx–xxx 7
Fig. 4. Teaching session performance recording.
Fig. 5. Testing session performance recording.
the applicationwere in teaching the sequencing skill. However, the1
youngest participant Yavuz (4) had a very hard time understanding2
the prompts and what the application asked him to do, so after3
a few trials his teacher started guiding his hand and giving him4
external rewards for his correct actions to help him understand5
what he was supposed to be doing.6
With each participant, we aimed to do one initial testing session7
to determine their prior abilities of sequencing, three teaching8
sessions to teach them the skill, and one final testing session to9
measure how effective the teaching had been. We did this setup10
with Oğuz (11), but as the testing progressed, we had to modify11
this setup for Cihan (15) and Yavuz (4) for different reasons.12
Cihan (15) was very successful with the task, and he looked13
like he was starting to get bored when he was doing the second14
teaching session, so instead of giving him three teaching sessions,15
we gave him two, and then the testing session. Our reasoning16
behind this decision was if we gave him another teaching session17
after he looked bored, he may not have paid attention during the18
testing session that came after the third session, and this could19
have been a handicap in measuring his real ability of sequencing20
the cards in the testing session.21
After Yavuz (4)’s second teaching session, it was obvious that22
he could not understand the instructions and the cues. He would23
touch the cards, but he would not place them in the boxes below.24
With the suggestion of Dr. Binyamin Birkan, we decided to add25
external help from his teacher to assist Yavuz in understanding26
what he was asked to do and include three more teaching27
sessions with occasional external assistance. In the beginning of28
the following three teaching sessions and occasionally within each29
session as Yavuz seemed to require assistance, his teacher pointed 30
his hand towards the cards to get him to attend to them and helped 31
him pull the card to the correct location. The external prompts 32
provided to Yavuz were faded using graduated guidance; when 33
he needed assistance, his teacher guided his hand, and guidance 34
was stopped for the steps he was able to perform independently. 35
For the responses he was able to make independently, he was 36
given tangible rewards, such as food. We had Yavuz do one testing 37
session by himself, two teaching sessions with no external help, 38
three teaching sessions with partial external guidance, and a final 39
testing session by himself. 40
3. Results 41
The performance of each child is depicted in the following 42
graphic illustrations. In the testing session, if the child is able to 43
place a card in its correct location, he gets 5 points, if he is not 44
able to do so, he gets 1 point. In the teaching session, depending 45
on howmany cues the child requires before being able to place the 46
card in its correct location, he gets the following points: 5 points 47
for success without requiring any cues, 4 points for success after 48
1 cue, 3 points for success after 2 cues, 2 points for success after 49
3 cues, and 1 point when the application automatically places the 50
card because the child was unable to do so until the 4th time-out. 51
The y-axis shows the point that the child got from the sequenc- 52
ing game. The X-axis indicates the game session (testing or teach- 53
ing). Figs. 6–8 are the performance graphs of the participants for 54
each card (1st, 2nd, and 3rd cards). Figs. 9–11 show the average 55
performance graphs for each child, where we calculated the arith- 56
metic mean of the points collected from all three cards in each ses- 57
sion. The means and ranges for each testing and teaching session 58
are also calculated and listed below the graphs. 59
Yavuz’s graphs show that he was not very successful with the 60
task (Fig. 6). For the first card in each sequence (Fig. 6(a)), he scored 61
an average of 1 in the initial testing session, which indicates that 62
he was unable to place any of the first cards in their correct place 63
when he was first presented with the application. In the teaching 64
sessions without external help, Yavuz scored an average of 1.52 65
out of 5 and his scores ranged between 1–4, which means that he 66
did not score any fives. When he received occasional external help 67
in the teaching sessions, Yavuz scored an average of 3.36 out of 5, 68
and his scores ranged between 1–5. This increase in his average 69
performance did not continue in the second testing session, where 70
his average was 1. 71
8 C. Doenyas et al. / International Journal of Child-Computer Interaction xx (xxxx) xxx–xxx
(a) Yavuz card 1. (b) Yavuz card 2.
(c) Yavuz card 3.
Fig. 6. Yavuz’s performance for each card.
For the second card in each sequence (Fig. 6(b)), Yavuz1
performed an average of 1.4 in the initial testing, which is slightly2
higher than the average of his testing performance for the first card3
of each set. In teaching sessionswithno external help, Yavuz scored4
an average of 2.5, with a range of 1–5. In teaching sessions with5
occasional external help, Yavuz scored an average of 4.06, with a6
range of 2–5, meaning that he did not have any scores of 1 that7
indicate failure to place in the correct location. For the final testing,8
Yavuz scored an average of 2.1 for the second cards,which is higher9
than his performance of 1.4 in the initial testing.10
For the third card in each sequence (Fig. 6(c)), Yavuz scored11
an average of 1.76 in the initial testing, which is his highest12
performance in the initial testing among all three cards. In the13
teaching sessions without external help, Yavuz scored an average14
of 3.55 for the third card, with a range of 1–5. In the teaching15
sessions with occasional external help, Yavuz scored an average16
of 4.45 for the third card, with a range of 1–5. In the final testing,17
Yavuz scored an average of 3.6 for the third card,which is two times18
as high as his average performance in the initial testing.19
Fig. 7 illustrates Oguz’s performance for each card. For the first20
card (Fig. 7(a)), in the initial testing session, Oguz got an average of21
1.88. In the teaching session, Oguz scored an average of 4.75 out of22
5, and this increase in performance extended to the testing after23
teaching, where Oguz scored an average of 4.71. For the second24
card (Fig. 7(b)), Oguz performed relatively better on the initial25
testing, with an average of 3.22. His performance got up to 4.9626
with a range between 4 and 5 in the teaching session, and this27
improvement extended to the testing after the teaching, where28
Oguz performed an average of 4.69. For the third card (Fig. 7(c)),29
Oguz started with a high score of 4.55 in the initial testing, which30
increased to 4.96 in the teaching session, and reached 4.71 in the31
testing session after teaching.32
Fig. 8 shows that Cihan performed well for each card on both 33
testing and teaching sessions. Except for some mistakes he made 34
at the beginning of the game, his performance was almost perfect. 35
For the first card (Fig. 8(a)), Cihan started with an average of 4.2 36
out of 5 in the testing session. His performance was perfect in the 37
teaching session, with a score of 5 out of 5. In the testing after the 38
teaching session, his performance increased to 4.6 from the initial 39
4.2. For the second card (Fig. 8(b)), Cihan’s scores started with 4.6 40
in the initial testing, increased to 5 in the teaching session, and this 41
increasewasmaintained in the final testing,where his averagewas 42
also 5. For the third card (Fig. 8(c)), Cihan received the perfect score 43
of 5 for the initial testing, teaching, and the final testing sessions. 44
When we average the children’s performance in each game 45
across all three cards, we get the average performance graphs 46
depicted in Figs. 9–11. Yavuz scored an average of 1.28 in the 47
initial testing, which increased to 2.26 in the final testing after 48
learning. He scored an average of 2.50 in the teaching session with 49
no assistance, and an average of 4.00 in the teaching session with 50
external assistance. Oguz’s initial testing score of 3.22 increased to 51
4.71 in the final testing, and he scored an average of 4.88 in the 52
teaching session. Cihan’s average score of 4.60 in the initial testing 53
increased to 4.86 in the final testing, and his average score in the 54
teaching session was 5.00. 55
HTML5 related issues. Although using HTML5 provided us great 56
with flexibility for our application, we experienced some problems 57
both in the developing and testing stages. Each device and browser 58
needed special care, such as scaling the game screen or putting 59
different sound tracks due to their supporting capabilities. We 60
weremainly using IOS and even the new IOS 6 versionwas causing 61
fatal errors that were not caused by IOS 5. Thus, even though we 62
adjusted the code many times, we still had minor problems. 63
C. Doenyas et al. / International Journal of Child-Computer Interaction xx (xxxx) xxx–xxx 9
(a) Oguz card 1. (b) Oguz card 2.
(c) Oguz card 3.
Fig. 7. Oguz’s performance for each card.
(a) Cihan card 1. (b) Cihan card 2.
(c) Cihan card 3.
Fig. 8. Cihan’s performance for each card.
10 C. Doenyas et al. / International Journal of Child-Computer Interaction xx (xxxx) xxx–xxx
Fig. 9. Yavuz’s average performance.
Fig. 10. Oğuz’s average performance.
Considering that our target groupwas special users, special care1
had to be taken in order to assure the feasibility and efficiency of2
their iPad usage. Yavuz was pushing the screen, instead of touch-3
ing, andwas usingmore than one finger to slide a single card. These4
unexpected actionsmade the application crash and sometimes the5
browser tried to copy the cards to memory while not letting the6
user play.7
4. Discussion8
Although this is a quasi-experimental study, it is the first ever9
study on the interaction of Turkish childrenwith autism and tablet10
computers. We believe that the observations and the following11
suggestions offer valuable guidance for future applications devel-12
oped for Turkish children with autism, including those by the US13
Embassy, and for future experimental studies that will investigate14
the effectiveness of such applications in teaching basic skills to15
Turkish childrenwith autism. Thediscussion that follows should be16
regarded as the first documented observation of the interaction of17
Turkish children with autism and tablet computers and viewed as18
informative case studies that pioneer research in this unexplored19
field.20
Our pilot study aimed to determine whether an internet-based21
iPad application developed using Applied Behavioral Analysis22
methods, which are widely employed worldwide in the education23
of individualswith autism,was able to teach sequencing to Turkish24
childrenwith autism fromdifferent age groups. Our results suggest25
that different versions of this sequencing applicationwith different26
Fig. 11. Cihan’s average performance.
Table 2Average performance of each participant.
Participant Initial test Teaching Final testWithoutassistance
Withassistance
Yavuz 1.28 2.50 4.00 2.26Oguz 3.22 4.88 Not applicable 4.71Cihan 4.60 5.00 Not applicable 4.86
properties geared towards each age group would be more suitable 27
than a single application for every child regardless of their age. 28
The average results (Table 2) show that each participant 29
improved from the first testing to the final testing sessions. Yavuz’s 30
scores increased from an average of 1.28–2.26. Oguz’s scores 31
increased from an average of 3.22–4.71. Cihan’s scores increased 32
from an average of 4.60–4.86. The fact that all participants 33
acquired their highest average scores in the teaching session can 34
be attributed to the effectiveness of the cues in the web-based 35
application in guiding the participants towards the correct answer, 36
and the fact that Yavuz and Oguz’s averages in the teaching session 37
are not 5 suggests that solely iPad-generated cues need to be 38
improved in assuring that the children do not make any mistakes 39
in the teaching sessions. 40
To address this problem, in the future applications, the cues can 41
be made more individualized. By conducting short surveys with 42
the families and the educators, the prompts most effective with 43
the individual students can be determined. Then, the prompts of 44
the game can be personalized accordingly, such as making the 45
rewardsmore intense, or using the combination of visual and audio 46
prompts that seem to appeal most to the particular student. 47
All participants acquired their lowest average scores for the 48
testing of the first card, and their performance got better while 49
placing the second and the third cards. This may be due to having 50
increased practice with the cards or the first cards serving as cues 51
that make the placement of the second and third cards easier. 52
Yavuz (4)was not able to learn sequencing from the instructions 53
and the prompts of the iPad application itself, and needed external 54
guidance and reinforcers. Yet, his performance for the second and 55
the third card was better than his performance for the initial card, 56
which may be because after the first step, there is a decreased 57
possibility of making a mistake. Three possible explanations can 58
underlie why this application was not suitable for this 4-year old 59
boy with autism. 60
The first explanation concerns limitations in linguistic abilities. 61
Yavuz seemed not to be able to understand the instructions of 62
the application. Although he is able to understand and follow 63
simple instructions, we thought that maybe the initial instruction 64
C. Doenyas et al. / International Journal of Child-Computer Interaction xx (xxxx) xxx–xxx 11
of ‘‘Please put the cards in order’’ was too long for Yavuz to1
comprehend, so after the first two trials, his teacher started to look2
at him in the eye and say ‘‘Order!’’ to make him understand the3
task. But he was still unable to perform the task successfully.4
The second explanation is poor fine motor skills. Although5
he had the basic fine motor skills that are required to use an6
iPad and play this application, and he had started using the iPad7
prior to testing, Yavuz’s fine motor skills may not have been8
developed completely yet, and they have not been refined through9
the education in Tohum School because he has only been a student10
for 2 years. Although he had the necessary prerequisite fine motor11
skills, during the sessions he was on his own, he would tap on the12
images but had trouble dragging them on a delicate touch screen13
to the correct location. In future applications, a young children-14
friendly version of the sequencing game can place the pictures in15
the correct order after the child taps on them. To order the cards,16
the only thing the young child needs to do may be to tap on the17
cards in the order of the action they are depicting, and watch them18
be placed in order by the application itself. Another way to address19
this problem may be adding an image of a hand on the screen20
that carries the card from the top row to its correct location in the21
bottom row so that the younger child can understand what he or22
she is expected to do in this application.23
In order to test whether this second prediction is correct, we24
waited one more month for Yavuz to get used to dragging and25
moving objects on the iPad and improve his fine motor skills.26
When we observed that he was able to successfully place puzzle27
pieces on the iPad without pressing too hard, we had him play28
our sequencing game one more time. Yet, despite acquiring these29
iPad skills, he was still unable to understand and perform our30
sequencing game.31
The third explanation for Yavuz’s inability to learn from the32
game by itself is his lower engagement compared to other par-33
ticipants. During daily activities, Yavuz was on task and engaged.34
We could not have known his on-task engagement for this iPad35
application because he had just started using the device. Engage-36
ment is defined as the student being in the place he/she is ex-37
pected to be, and (a) looking attentively, manipulating, or using38
the educational or leisure material appropriately, (b) attending to39
and looking at his/her teacher, the material presented, or other40
students participating in the education, (c) responding to his/her41
teacher’s prompts, (d) interactingwith his/her teacher or other stu-42
dents appropriately, and (e) transitioning to the other activities or43
activity spaces. If the student is engaged in an activity as defined44
by these criteria, but is also engaging in inappropriate behaviors,45
then he/she is not considered to be engaged [18]. In order to in-46
crease Yavuz’s engagement, we may need to apply differential re-47
inforcement, such that when he is engaged we will give him the48
most effective reinforcers, andwhen he is not engaged,wewill not.49
Yavuz’s case is a good reminder for educators of autism that some50
students, evenwhen they have the prerequisite skills to learn a cer-51
tain skill, may need extra help depending on the nature of the new52
skill, which underlines the importance of constant observation of53
the students’ responses and making necessary modifications.54
Cihan andOguz have been participating in the special education55
of Tohum School for 7 and 6 years respectively, but Yavuz has56
only been participating for 2 years. Individuals with autism have57
low engagement and the special curriculum in Tohum and other58
schools for autism are known to increase their engagement with59
the tasks presented to them. Since Yavuz is a relatively new60
student, although he had the required level of engagement to learn61
the sequencing task, his engagement is not as high as the other62
participants, and this may have affected his low performance in63
this application, since he did not attend to the prompts and cues of64
the application as well as Cihan and Oguz did.65
A future version of the sequencing game geared towards66
younger children with autism can have three stages. In the first67
stage, the empty boxes in the bottom row can have faded versions 68
of the photos on the top row so that the younger children can 69
match the photoswith the faded ones on the bottom. In ABA, when 70
teaching the childrenwith autismhow to follow activity schedules, 71
the first step is to teach them to match a picture in the activity 72
schedule with the same picture on the folder that contains the 73
materials for the selected activity. Since matching is the one of 74
the first skills to be taught in ABA, this first stage that requires 75
matching pictures to their faded versionsmay be useful in teaching 76
younger children how to sequence. In the second stage, the boxes 77
can be empty but the numbers 1 2 3 that denote the order of the 78
boxes may be large enough to fill the box so that they will be 79
easier to read. Yet, no numbers will be on the cards to be placed, 80
so the children will not be just matching the numbers; they will be 81
attending to the events depicted in the cards. And the third stage 82
can be the version that we used in this pilot study. Also, in future 83
versions, the instructions for the younger children with autism 84
should be one or two words instead of a sentence to make them 85
easier to understand. 86
Oguz (11)was able to learn sequencing through the instructions 87
and prompts of the application itself without any external guid- 88
ance or reinforcers. He seemedhappywhile playing the sequencing 89
game. During all his sessions, Oguz was able to drag the pictures to 90
the bottom row without pressing too hard on the screen. He was 91
smiling and was attentive to the application. He was not looking 92
elsewhere, butwas focused on his iPad. These observations suggest 93
that the format of the application and its materials were suitable 94
for Oguz, and as can be seen from his data, this version of the game 95
seems to be suitable and successful in teaching Oguz (11) how to 96
sequence actions. 97
Cihan (15) quickly learned the game and did not make use of 98
most of the prompts and cues that were intended to direct the 99
player towards the correct card. This version was too easy for 100
Cihan (15), and he lost interest after playing the game a few times. 101
He was not very interested in the videos, and he tried to skip 102
them. A version of this sequencing game that is more suitable and 103
interesting for older children with autism like Cihanmay usemore 104
than three cards on each game in order to increase the difficulty 105
of the task and include more than five activities in total in order to 106
keep the player interested. 107
It is important to note that it may not be appropriate to make 108
inferences about and generalize for certain age groups from these 109
participants because autism affects each individual to a different 110
degree even when they are of the same age. Thus, the same aged Q4 111
children with autism can show differing performances in learning 112
tasks. 113
The next step after this applicationwill be asking the children to 114
verbally explain the event depicted in the cards. During the testing 115
of our pilot application, we were curious whether the participants 116
were placing the cards randomly which happened to be in the 117
correct order by chance, or whether they have memorized the 118
order, or they actually understood what the cards were depicting. 119
We asked Oguz and Cihan to explain what they saw in the cards. 120
After his third teaching session, we askedOguz to play the game 121
again, but this time to explain what was happening in each card as 122
he was placing them. At first, he was explaining the events with 123
sentences that were semantically incorrect, such as ‘‘wearing the 124
closet’’. When he formed such incorrect sentences, his instructor 125
corrected him. When the cards for the same activity appeared 126
again, Oguz was able to describe the actions with semantically 127
correct sentences. This observation suggests that a further version 128
of this game that requires explaining the events after sequencing 129
them may be suitable for individuals who are similar to Oguz. 130
After he finished playing the teaching session, we asked 131
Cihan (15) to explain what he saw in the sequencing game. He 132
remembered all five activities and said: ‘‘I drank orange juice, I 133
12 C. Doenyas et al. / International Journal of Child-Computer Interaction xx (xxxx) xxx–xxx
brushed my teeth, I put on my coat, I rode a bike, I ate my bread’’.1
Here, Cihan is explaining the actions he saw someone else do in the2
iPad as if he did them, which is an example of pronoun reversal,3
a common linguistic deficit reported in autism [19]. When asked4
what else the application had, he said ‘‘Grease music’’, which was5
playing in the background of one of the videos.6
What we learned from this pilot study inspired us to improve7
sequencing applications for children with autism in the following8
ways:9
1. Identify the level of the participants in terms of different skills,10
such as iPad usage and vocabulary level.11
2. Make different versions geared towards different age and skill12
groups.13
3. Add a speaking section where the child explains the activity14
verbally after putting the cards in the correct order. This15
speaking section can be used as a prompt for children with16
autism to initiate a conversation with another individual, since17
social interaction and communication are major problems in18
autism.19
4. Add a generalization step where the child explains the activity20
to individuals other than his or her own instructor, in order to21
generalize the ability of recounting the events depicted in the22
cards to other people in the child’s life.23
What should coders designing applications for individuals with24
autism watch out for?25
• In our experiment, childrenwith autism tried to slide andmove26
the entire screen of the iPad (we are not talking about the slide27
motion to unlock the screen). They placed one hand palm down28
on the iPad, and tried to slide the screen with the other one,29
similar to a DJ spinning a CD, which caused our application to30
give errors. In the future, a code should be added to prevent the31
sliding of the entire screen.32
• Sometimes while the child was dragging the card, he accidently33
put another finger on another part of the screen. This caused34
the cards to stay in between the two placed fingers instead of35
moving to any of the boxes, and led to unexpected errors.36
• Sometimes the children hit the NEXT button multiple times37
back to back, and it caused our application to give errors.38
Future application developers should be aware of this tendency39
of individuals with autism to press on buttons many times40
back to back, and design the sensitivity of their applications41
accordingly.42
• Sometimes when the children tapped on the screen, the iPad43
interpreted it as a select and copy command. It created a box44
with the copy option on top, and this prevented the child from45
continuing to play the game. We are currently not aware of46
any solutions to this problem but nonetheless it is an issue that47
should be noted.48
• When the children got bored of the activity or wanted to49
play their favorite game on the iPad, they frequently used the50
middle button to exit the application. In the future educational51
applications that will be developed, that button can be made52
inactive until the end of the session or if that is not possible, can53
be blockedwith an externalmaterial to ensure the continuity of54
teaching through the application. With the new IOS 7 that was55
not available during our testing, there is an easy way to do this.56
Go to Settings → General → Accessibility → Guided Access
(turn it on and enter a passcode). Go to your application, press 57
the middle button three times and enable Guided Access. This 58
will disable the middle button and prevent the children from 59
pressing it to exit the application in the middle of a session. In 60
order to end the Guided Access, press the middle button three 61
times, enter your passcode, and select End the Guided Access. 62
We sincerely hope that these observations will be helpful for 63
coders who wish to design tablet applications for children with 64
autism, and especially for Turkish children with autism who may 65
then have a chance to benefit from both the Turkish government’s 66
and the US Embassy’s tablet computer projects in Turkey. 67
Acknowledgments 68
We would like to thank the following educators in Tohum 69
School for Autism in Istanbul for their invaluable support and 70
help during our experiment: Zeynep Kad, Nurdan Durmaz, Deniz 71
Yılmaz, and Sandra Pasensya. 72
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