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Can
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.
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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. |
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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
Let'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.
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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 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
This
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.
You
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 have
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.
Once
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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