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Strategies to help pupils learn to use pointing devices


Using a rollerball with a switchCan you remember when you first learned how to use the mouse to operate a computer? If, like me, you were all fingers and thumbs you can begin to understand just how difficult it can be for some of our pupils. Perceptual difficulties, poor fine motor control and sensory impairment can further complicate this already complex process. Here are some simple strategies we have used successfully to overcome some of the barriers our pupils face when learning to use a pointing device.

WHAT DO WE MEAN BY A POINTING DEVICE?

There are three main types of pointing device; Mouse, Rollerball and Joystick.

MOUSE
The mouse is the most commonly used pointing device in the world and in the last fifteen years or so, it has become the industry standard system for interacting with a computer. Ideally we would like all of our pupils to learn how to use a mouse as acquiring this skill enables access to the widest range of curriculum software.

Mice come in all shapes and sizes and can have either two or three buttons. Newer mice now feature a central wheel, which can be used to scroll vertically through information on the computer screen. It is has been our experience that mice with scroll wheels only further complicate the learning process and should be avoided in the early stages.

Big mouse - Little Mouse
When choosing a mouse, bear in mind the size of the person who is going to use it. Standard mice are almost always too big for a young child's hand. Inclusive Technology and Keytools both sell a 'mini mouse', which is designed for small hands. A point worth noting about mini mice is that because the ball that drives the mouse is smaller, the on-screen pointer will move more quickly than a standard mouse so it's even more important that you slow the pointer speed to a level the child can handle.

ROLLERBALL
Rollerballs work a little like an upturned mouse. The user manipulates the on-screen pointer by rolling a small ball with their fingers. In school we use the rollerball II manufactured by Penny & Giles and available through Inclusive Technology. These rollerballs have a built in switch interface, which allows switches to be used instead of the normal buttons.
Rollerball

Joystick
JOYSTICK
Joysticks have been used to interface with computers since the very earliest days of the technology. An intuitive input system; push left and the pointer goes left, they are quick and easy to learn, however it takes time to develop good targeting accuracy. As with rollerballs we use those devices manufactured by Penny & Giles because of their added features.

ACQUIRING THE SKILLS
Using a rollerballLet's examine the skills needed to operate a pointing device.
Learning how to use a mouse, joystick or rollerball is a twofold task. In normal use, the pupil first needs to learn and refine his targeting skills to enable him to direct the pointer to the correct place on the screen. He then needs to be able to hold the pointer still and activate the correct button. Dragging and dropping introduces new skills; pressing and holding the button while targeting and then releasing the button at the required place on screen.

For our pupils we find that it's better to tackle each of these skills separately. First teach the child how to target correctly, and then add in the use of the buttons. This way you can avoid overloading the child.

SEMERC Mouser
SOME USEFUL EQUIPMENT
The SEMERC Mouser is in our opinion, one of the most useful tools you can buy to aid the process of teaching pointing device skills. It enables two pointing devices to be connected to the computer at the same time, a mouse and a rollerball for example. Buttons enable or disable either or both devices and allow the mouse buttons to be turned on or off.

This feature is incredibly useful when working with children who often mistakenly press the right mouse button, an action which brings up unwanted menu screens in the Windows operating system. Another clever and very useful feature of this device are the switch sockets. Teachers can use these as a simple interface to enable switches to be used in place of the small and often 'fiddly' buttons on the pointing device.

Touch Games 1 - Honey BeeTouch Games One from SEMERC is our program of choice for pointing device training. With careful planning, the program can be used to teach all of the skills the kids will need to use these devices competently. The program costs around £25 for a single user version. Other programs in the Touch Games series can be used for reinforcement once the basic skills have been acquired.

ADJUSTING THE POINTER SETTINGS
Control Panel - Mouse SettingsThis is really easy to do. On a PC, go to your START button and select SETTINGS / CONTROL PANEL. Select the MOUSE settings and choose POINTER. Now simply move the slider to the slowest setting, click APPLY and then OK and you're done.

Big pointerYou may also want to use a larger, more visible pointer. Windows has a range of pointers you can use, which are available from the MOUSE settings. However, Windows places a limit on the size of system cursors so we recommend installing a new pointer. Again this is easy and you can download a huge pointer directly from our site by clicking HERE. This pointer is freeware and you are free to use it on as many computers as you wish without cost.

LEARNING TO TARGET
Whether you're using a mouse, rollerball or joystick, the process is the same. If you Using a Joystickhave a Mouser, switch off the right and middle buttons. Now load Touch Games and select 'Honey Bee'. This program has been designed to teach kids how to drag and drop and requires the kids to move the pointer onto the bee, hold the button down and move the bee to the flower to get a reward. What we need to do in this early stage is to remove the button press. We do this by locking the left button down. On a mouse this is easily done with a piece of Blue Tack or similar pushed under the button, if your using a Penny and Giles Rollerball or Joystick there is a button on the device which performs this function.

Now all the kids have to do is get the pointer onto the bee to get started. Initially you may have to do this together with the student to help them understand what is expected of them. When the pointer makes contact with the bee, it animates and a lovely tune plays. Work together hand over hand with the child and take the bee for a flight around the screen before landing on the flower. As targeting begins to improve, gradually reduce the level of support, first by withdrawing the hand over hand and then by allowing the pupil to 'catch' the bee themselves until they are able to move the bee to the flower independently.

BUTTONS
Now it's time to work on using the buttons. If you're using a Mouser or a Penny and Giles Rollerball or Joystick, plug an appropriate switch into the left button socket. Release the button on the mouse if you have used Blue Tack and get the child to hold the switch closed with their other hand while targeting the bee. Have some fun making the bee 'sing' by pressing and releasing the button. The child should have lots of practice targeting the bee while keeping the switch closed.

Using a Joystick with a SwitchOnce the child can target the bee with reasonable accuracy while holding the switch closed, it's time to move on to using the button to select an object. The best way we have found to initiate this is to use the 'Catherine Wheel' activity in Touch Games. Select 'Near to' and let the child use the pointing device to target the wheel. When the pointer is over the wheel, ask the child to hold it the pointer still while they press the button. You may need to help them here with a little hand over hand support until they are able to keep the pointer still while pressing the switch.

As the child's skill improves, change the Catherine Wheel setting to 'on the wheel', requiring the child to accurately target before pressing the button. Rockets, Annabel and Memory Doors can all be introduced at this stage. Finally and if appropriate to the child's fine motor skills, remove the switch and ask the child to press the button on the device. They may find this a little difficult at first but will soon get the hang of it.

COGNITIVE CHALLENGE
Please remember that learning any new skill takes time and can put quite a strain on the child. Keep the activities simple and fun while they are learning to control the pointing device. There will be plenty of time to introduce more cognitively challenging activities once the skill has been generalized.

SMALL STEPS CHECKLIST
Here is a small steps checklist to help record your pupils' progress.

Step
Achieved
Date
Can move the pointer on to the target with support
.
.
Can move the pointer a short distance and across the target without support (gross movement)
.
.
Can move the pointer across the target without support (showing more control)
.
.
Can move the pointer accurately onto the target
.
.
Can move the pointer while holding down a switch with support
.
.
Can move the pointer while holding down a switch without support
.
.
Can move the pointer across the target while holding down a switch
.
.
Can move the pointer accurately onto the target while holding down a switch
.
.
Can move the pointer accurately onto a target and press and release a switch with support
.
.
Can move the pointer accurately onto a target and press and release a switch
.
.
Can move the pointer accurately onto a target and press the correct button on the device.
.
.

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