3rd Global Conference

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Friday 9th February - Sunday 11th February 2007
Sydney, Australia

Conference Programme, Abstracts and Papers


Session 9: Creative Engagement as a Source of Empowerment
Chair: Alan Tapper


Art Making Process as Communicative Activity for Dysphasic Children
Eija Riitta Parkkinen
The University of Art and Design, Helsinki, Finland

Artistic activity by drawing and painting could be a nice way to produce own pictures for every child, but in my research the focus is on dysphasic children. Art can be mystified as something very big and belonging to great adult artists. I want to speak loud that art making process has its’ place as a communicate moment for a child’s need to be understood and to belong to the group other people. A child might not choose the situation where the communication is possible to open up, but the adults around have tools and capacity to this.
Dysphasia is a learning disability with focus on language skills; neurological difficulty in learning to speak mother tongue and to write it correctly. This kind of learning disabilities might in every day life be seen as ignorance to other person’s talking and as a difficulty to follow orders. The child can not take information normally by hearing things. Dysphasia diagnosis excludes physiological hearing problems. Dysphasic child has intelligence, but has no capability to communicate easily with other people around. There is still an exception, which is visual learning. Dysphasic children have often highly developed understanding for visual information.
Visual information as a key to open up own produce of pictures.
Making drawings and paintings could probably be developable way in own communication for dysphasic children. It has largely been seen that making pictures has not harmed people, whose communication with other people has been stacked up. If there is no harm of having artistic activity, so there must be results to be seen. They must show what kind of specific use artistic working process is capable to give for dysphasic children. I assume that there is also difference in what way the art making process is put together as a planned project; with creative openness and a possibility for joy and pleasure.


Autistic Children at Play: Injecting Fun into Research and Clinical Paradigms
Lorenzo Vigentini
Psychology - PPLS, The University of Edinburgh, Edinburgh, United Kingdom.

In the past two decades, McGonigle and Chalmers developed paradigms to explore the cognitive abilities of both human and non-human subjects. With a developmental and evolutionary stance, they contributed to evolve natural learning models from classic piagetian tests of simple cognitive skills -like seriation, categorization and transitive inference- into a wider framework of understanding, which can be used as a window on executive functioning (McGonigle and Chalmers 2003), the foundation for language acquisition (McGonigle and Chalmers 2002, Tecumseh & al 2004) and a test for degenerative diseases (McGonigle and Chalmers 2001), with a variety of applications.
Using computer-based tasks with touch screen technology, they explored core abilities of very young children, Alzheimer patients and capuchin monkeys, opening the possibility of testing the cognitive functioning of subjects with non-existent or minimal verbal abilities.
By fusing psychological tasks into computer games, Vigentini and Chalmers (2002, 2003) demonstrated how the further development of this framework allowed, for the first time, to engage children diagnosed within the autistic spectrum disorder and put them on the same measuring scale. Autistic children (especially at the lower end) are considered intractable and untestable in most of the current psychological literature due to their characteristics. The heterogeneity of this group makes them also a special group of users, which poses intrinsic challenges for testing the usability of the software.
Neverthless, using games with a strong underlying psychological theory provided the opportunity to gain access to performance measures of these children, earn new psychological evidence about their cognitive functioning, which was not previously available, and to re-evaluate computer games not only as fun, but also as an alternative, useful tool for research with children and clinical groups.
This research presents some performance data and contrast results from two games developed. It also addresses important problems of assessment of usability -beyond performance measures and engagement- and raises some interesting questions, as well as some solutions, on how to deal with the evaluation of computer games in this context.

Download Conference Paper - pdf

 
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