With OutsideTheBox we will think laterally and outside of typical boxes and categorisations. We will design new technologies with autistic children which are not exclusively driven by functional limitations, but engage children in all their diversity and with all their differences.
Project Homepage: http://outsidethebox.at
A principal challenge for existing social-emotional learning (SEL) programs is to provide reinforcement of the learnt competencies in everyday contexts and beyond the in-school lessons. SEL4Home project starts to bridge this gap by exploring how novel technologies can extend the programming into the homes of learners.
We collaborate with SEL developers and researchers at Committee for Children---the developers of Second Step, used by more than 8 millions of children in USA; as well as the VIBE group at Microsoft Research.
SCHAUKASTEN - Sehförderung für Kleinkinder (1.12.2016 - 31.1.2018), financed by: Hauptverband der österreichischen Sozialversicherungsträger
SCHAUKASTEN seeks to conceptualize, co-design and implement novel interactive toys that motivate young children with visual impairments to keep up with their often dull but crucially important optical exerices.
Children with distinct visual impairment shall exercise their vision as soon as possible in order not to go blind. This exercise in vision constitutes an important building block for later leading an autonomous life.
Unfortunately, these exercise can often be little engaging and boring for the effected children and their parents or caregivers.
Therefore, SCHAUKASTEN seeks novel ways into motivating these children to do their exercises by supporting them with engaging and interactive exercise elements. During training, children shall be motivated by interactive toys to focus and endure as long as optimal. At the same time, parents and caregivers shall be relieved from challenges in motivating the children.
Minecraft multiplayer servers allow millions of children from around the world to build, play and problem solve together in a shared virtual space. As conflicts between players are common, these online spaces offer unique opportunity to help children develop effective conflict resolution skills that would then transfer to real-world settings.
This project draws on 40 years of conflict resolution curricula in Prevention Science to develop in-game tools that embedded learning into the Minecraft gameplay. To explore this space, we collaborate with leading game researchers (Katie Salen, Mimi Ito) as well as SEL developers at Committee for Children (the developers of Second Step, used by more than 8 millions of children in USA).