Designed
by teachers and written by Inclusive Technology, this suite of programs
from the Northern Grid for Learning (NGfL) represents a major advance
in ICT teaching resources for students with special needs. This
successful suite of programs has found an application for students
with severe or profound and multiple learning difficulties, those
who are learning to access technology through the use of assistive
input devices and very young children starting out with computers.
The
program comprises of 132 different activities covering eight progressive
stages in access skills development ranging from purely experiential
visual stimulation through cause and effect, switch building, timed
activation, and simple row scanning. All of the activities have
user selectable colour schemes, timing options and can be operated
by either a pointing device, keyboard, switch or touch screen. The
program comes complete with a 20 page teachers' manual and a series
of charts and checklists to aid planning for and recording of pupil's
progress in line with the recently introduced QCA P levels for ICT,
making this one of the most inclusive special needs teaching packages
on the market today.
Except it isn't on the market...
SENSwitcher,
the teachers' manual, the developmental skills progression model,
the checklists, in fact everything you need to start using this
fantastic program is available completely FREE
from the Northern
Grid for Learning web site. The program can be run
online or downloaded for use on machines without an Internet connection.
A 10 minute download and five blank disks and your on your way.
Developmental
Skills Progression
The
whole suite of programs were designed to follow a developmental
model of skills progression researched over the last couple of years
here at Priory Woods. Each of the activity groups target a specific
area of skills acquisition within the framework of the QCA P levels
for ICT enabling their use as tools for both assessment and teaching.
Each stage of skills progression is broken down into small achievable
steps simplifying target setting and allowing for a more accurate
assessment of skills. The experiential recording sheets are particularly
useful especially when used over a number of sessions aiding the
prompt identification of colour / animation combinations that individual
students find most stimulating.
| SENSwitcher
Teachers' Notes - READ
or DOWNLOAD (Includes
all assessment sheets) |
Experiential
Early
ICT teaching for students with profound learning difficulties begins
by offering the student a range of visual and auditory experiences
and recording any responses the student makes. The ultimate aim
at this level is to reach a point where the student will respond
consistently to what is happening on the screen. SENSwitcher
provides a wide range of different animations in user configurable
colours, which require no input from the student. Choose from tunnelling
patterns, object tracking and shape morphing all accompanied by
high quality sound effects, which pan with the movement on the screen.
| EXPERIENTIAL
SHAPES |
|
| EXPERIENTIAL
PATTERNS |
|
You can run all of the levels of SENSwitcher from this page by clicking
the screen shots in the right of these boxes. Please note: Senswitcher
will open in a new window. The downloadable version of SENSwitcher
runs full screen. A
good tip here is to use the program in a darkened room with headphones
if the student will tolerate them as this will help to focus their
attention. Experiment with different colour combinations too, even
if their is no evidence of visual impairment. We had some very unexpected
behavioural responses with specific colour combinations. Take some
time just to observe the student and don't forget to record what
you see on the record sheets looking for patterns of consistent
response. By adding in or removing specific animations, you can
then hone in on the animation / colour combinations that are most
stimulating to the pupil. At this stage pupils may begin to explore
the source of the stimulation by leaning forward or reaching out
to touch the screen. This proactive exploration should be encouraged
and supported by lots of praise.
Cause
and Effect
Once
a student begins to respond consistently to the experiential activities,
its time to begin to learn control. A useful tip we found was to
have a switch or touch screen (whatever the student will use for
access) connected to the computer allowing the student to co-actively
explore the device and the effects of its operation with their support
worker.
SENSwitcher
has two sets of animations, which can be used to explore the concept
of cause and effect. Level one provides ten animations based on
shape and pattern, that mirror themes introduced in the Experiential
section. While Level two introduces simple object animation such
as bouncing balls, ticking clocks and flying space rockets. The
aim is for the pupil to learn that they can control the animations
by pressing a switch or touching a touch screen. A good tip here
is for the pupil to work together with a member of staff, who can
provide a range of prompts and verbal encouragement from hand over
hand co-active exploration to a simple verbal "Press".
It is often difficult to ascertain if a pupil has fully understood
the concept of cause and effect, and care should be taken to ensure
that the pupil has demonstrated a generalisation of the skill with
other switch activities. The target goal is for the pupil to be
able to operate the software independently.
| CAUSE
AND EFFECT - SHAPE AND PATTERN |
|
| CAUSE
AND EFFECT - OBJECTS |
|
Switch
Building or Sequencing
The
Switch building levels of SENSwitcher require the student to press
a switch or make contact with a touch screen a set number of times
before the animation sequence is triggered. With each press of the
switch, a picture representing the final animation is built up on
the computer screen. The final press will trigger the start of the
animation.
SENSwitcher
has two switch building levels requiring either three or five switch
activations. In both levels, teachers can choose either patterns
or objects similar to those presented in the Experiential and Cause
and Effect levels, enabling progression using those animation and
colour combinations identified as motivating for the student.
The five press level also introduces 'scenes'. Like the pattern
and object levels, these graphically complex images are built up
with each switch activation and triggered by the final press. Teachers
can select from a range of contrasting colour options and alter
the animation length to suit the individual student. The goal here
is to help the student understand the concept that they may have
to perform a sequence of actions in order to achieve a result. A
good tip is to encourage the student to count each press along with
you, pausing to notice the changes on the computer screen thus reinforcing
the concept that each separate action has made something happen.
| THREE
PRESS SWITCH BUILDING - SHAPE AND PATTERN |
|
| THREE
PRESS SWITCH BUILDING - OBJECTS |
|
| FIVE
PRESS SWITCH BUILDING - LINEAR PATTERNS |
|
| FIVE
PRESS SWITCH BUILDING - TUNNELLING PATTERNS |
|
| FIVE
PRESS SWITCH BUILDING - SCENES |
|
Pop
Up
If
a student is to progress beyond the concrete operational cause and
effect levels, they need to be able to make decisions about when
to press the switch or not by learning to look at and respond to
what is happening on the screen. SENSwitcher's Pop Up levels provide
teachers with a useful tool to teach these skills.
Teachers
can choose from three Pop Up levels. In the first level, shapes
and animals appear on the screen at random intervals accompanied
by an associated sound cue. If the switch is pressed when the object
is on screen, the animation triggers.
The next two levels extend the animal and shape theme, this time
without an auditory cue. This system enables progression by building
responses first to a combined visual and auditory cue through to
purely visual cues. Teachers can alter the 'Pop Up' length, the
time the cue is displayed on screen for each level, tailoring it
to the response times of individual students and shortening it to
help build pace.
| POP
UP - SHAPES AND ANIMALS WITH SOUND CUES |
|
| POP
UP - SHAPES |
|
| POP
UP - ANIMALS |
|
Targeting
SENSwitcher's
Targeting levels extend the concept of responding to on screen cues
through the use of moving objects and target boxes. In the first
level, objects move horizontally or vertically across the screen
passing through a target box. If the student activates the switch
when the object is within the target area, the animation is triggered.
Switch presses outside of the target area are ignored. Teachers
can use the object speed slider to tailor the activity to the student's
speed of response.

This is a very useful tool if you are planning to introduce the
student to scanning. By selecting only objects which move in a horizontal
plane, teachers can help students develop the skills needed to use
row scanning. Activities with objects moving in the vertical plane
will help with column scanning.
The
second Targeting level displays simple scenes, with a single moving
object. The student must work out when to activate the switch based
on the information carried within the context of the scene. For
example, one animation has a car moving towards a ditch, the student
must press the switch or make contact with the touch screen as the
car reaches the edge in order to stop it from falling into the water.
If the switch is pressed at any other time, it will be ignored and
the car will fall into the ditch.
| TARGETING
SHAPES AND OBJECTS |
|
| TARGETING
SCENES |
|
Scanned
Activation
SENSwitcher's
final level involves making simple choices using row scanning. The
first six activities allow students to choose from two different
animations by pressing the switch when their chosen object is highlighted
by the scan. The last two activities introduce empty cell scanning,
first with one, then two empty cells with the object being placed
randomly each time. Teachers can alter the scan length to slow or
speed up the scan depending on the ability of the student.
These
activities provide teachers with a simple way to introduce students
to row scanning with switches, preparing them for the introduction
of software such as the excellent ChooseIT maker from Inclusive
Technology or Clicker from Cricksoft.
| SCANNING
- SHAPES AND OBJECTS |
|
Conclusion
SENSwitcher,
together with the teaching notes, is a fantastic teaching tool to
use with students with profound and multiple learning difficulties.
Its age neutral animations enable it to be used with all students
and at all levels from experiential through to switch scanning.
SENSwitcher is, in our opinion, is one of the best ICT teaching
tools for our very special students on the market today, except
of course it isn't on the market... Its completely free...
What
are you waiting for? Download it today!!
| DOWNLOAD
SENSWITCHER FOR THE PC |
Please
note:
Clicking the link above will take you to the download page of
the Northern Grid for Learning Web Site. The Northern Grid contains
lots of other high quality resources to support teaching and
learning for children with special educational needs and we
recommend that you take a few minutes to look around their site. |
Back
to Recommended Software
|