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From Angry Birds to Learning Words PDF

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Cullowhee  Conference  on  Communica0ve  Disorders   03/15/13   Tim  Brackenbury   From  Angry  Birds  to  Learning  Words:     Collaborators   Applying  Features  of  Game  Design     Dr.  John  Folkins                          Dr.  Miriam  Krause                               to  Seman0c  Interven0on                Allison  Hadley   Tim  Brackenbury,  Ph.D.,  CCC-­‐SLP   March  15,  2013                  Elizabeth  WiUer          Anna  Ehrhorn   Cullowhee  Conference  on  Communica0ve  Disorders   1   2   A  bit  about  me   Schedule   •  Video  Game  Design  &   Clinical  Prac0ce   •  The  Full  Experience  of   Seman0cs   •  Atari  and  Sega,  late  1970s  into  1990s   •  Discovery  &  Risk  Taking  in   •  M.A.  at  University  of  Kansas   Development   •  5  years  as  a  clinical  SLP   •  Generaliza0on  from   •  Boys  Town  Na0onal  Research  Hospital   Treatment   •  Children’s  Therapu0c  Learning  Center   •  Ph.D.  at  University  of  Kansas   •  Unlocking  Future  Rewards   3   4   Video  Games  Mo0vate   Video  Games  Mo0vate   •   People  invest  money  in  video  games   •  A  wide  variety  of  people  play  video  games   – Games  grossed  $10.5  billion  in  2009     – 67%  of  U.S.  households  play  video  games   •  People  willingly  invest  0me  and  effort  in  video   – 40%  of  gamers  are  female   games   – average  age  of  gamers  is  34   – The  average  gamer  spends  eight  hours  per  week   playing  video  games   – 48%  of  games  are  rated  “E  for  Everyone”   •  People  concentrate  on  video  games  and  stay  on   task  for  long  periods  of  0me     Reference:  hUp://www.esrb.org/about/images/vidGames04.png     Reference:   hUp://www.esrb.org/about/images/vidGames04.png   5   6   1 Cullowhee  Conference  on  Communica0ve  Disorders   03/15/13   Tim  Brackenbury   The  Appeal  of  Video  Games  is     Five  Principles  of  Video  Game  Design   Not  Accidental   •  Games  of  all  sorts  have  been  refined  through   the  years.   1.  Full  Experience  Principle   2.  Risk  Taking  Principle   •  Game  designers  are  mo0vated  to  make  games   3.  Discovery  Principle   more  engaging.   4.  Generaliza0on  Principle   5.  Rewards  System  Principle   •  Principles  of  game  design  have  been  studied   extensively  in    both  industry  and  academia.   7   8   Five  Principles  of  Video  Game  Design   1.    Full  Experience  Principle   •  Not  every  games  includes  every  principle   •  Many  games  address  epic  themes   – alloca0on  of  limited  resources     •  The  newer  video  games  are  par0cularly   – decision  making  in  ambiguous  contexts.   relevant  (sorry,  Pong)   •  Every  aspect  of  the  game  contributes  to  the   •  As  I  introduce  each  principle,     epic  themes   start  thinking  about  how  it     could  relate  to  clinical  prac0ce.   Example  Game:    Penumbra   9   10   Penumbra   2.    Risk  Taking  Principle   •  Tasks  are  designed  to  be  challenging  but  not   impossible.   – Goldilocks  /  Zone  of  Proximal  Development     •  Player  innova0on  and  crea0vity  are   encouraged     – Failure  has  only  small  penal0es  and  is  expected   •  Example  Game:    Braid   11   12   2 Cullowhee  Conference  on  Communica0ve  Disorders   03/15/13   Tim  Brackenbury   Braid   3.    Discovery  Principle   •  Players  learn  by  explora0on  and   experimenta0on   •  “How  to”  instruc0on  is  kept  to  a  minimum   – no  manuals   – online  player  supports  available   Example  Game:    World  of  Goo   13   14   World  of  Goo   4.    Generaliza0on  Principle   •  New  knowledge  is  put  to  work  right  away   •  Skills  learned  early  should  transfer  and  be   useful  later   Example  Game:    Epic  Mickey   15   16   Epic  Mickey   5.    Rewards  System  Principle   •  Reinforcements  are  given  frequently  and  in  a   variety  of  ways   – points   – new  tools  /  weapons     – addi0onal  informa0on   – unlocking  extra  levels   Example  Game:    Pokémon   17   18   3 Cullowhee  Conference  on  Communica0ve  Disorders   03/15/13   Tim  Brackenbury   Pokémon   Groups   •  Get  together  with  4  or  5  people   •  Pick  a  principle   •  Discuss  how  it  might  relate  to  client  learning   – How  does  your  current  clinical  prac0ce  reflect     this  principle?   – What  might  be  new  ways  to  incorporate  this  principle     into  prac0ce?   Groups  will  report  out  in  10/15  minutes.   19   20   Recap  of  the  Five  Principles  of  Video   Group  Reports   Game  Design   1.  Full  Experience  Principle   •  Each  group  reports   2.  Risk  Taking  Principle   •  General  Discussion,  ques0ons,  and   3.  Discovery  Principle   observa0ons   4.  Generaliza0on  Principle   5.  Rewards  System  Principle   21   22   Focus  on  Seman0cs   The  Full  Experience  of  Seman0cs   •  Con0nue  using  the  video  game  principles   – but  now  applying  them  to   •  Seman0cs  has  an  image  problem   • what  we  do  as  clinicians   – Seman0cs  =  Vocabulary   • how  children  learn  seman0cs   23   24   4 Cullowhee  Conference  on  Communica0ve  Disorders   03/15/13   Tim  Brackenbury   The  Full  Experience  of  Seman0cs   The  Full  Experience  of  Seman0cs   •  Seman0cs  has  an  image  problem   •  Problems  with  a  Seman0c  =  Vocabulary  focus   – Seman0cs  =  Vocabulary   – Vocabulary  items  need  to  be   • Complete   •  Seman0cs  >  Vocabulary   • Interconnected   – vocabulary  is  one  aspect  of     – Seman0cs  deals  with  both  of  these  issues  and   seman0cs   more   25   26   The  Full  Experience  of  Seman0cs:   The  Full  Experience  of  Seman0cs:   Completeness   Completeness   •  What  is  a  word  (or  vocabulary  item)?   •  What  is  a  word  (or  vocabulary  item)?   – a  unit  of  language,  consis0ng  of  one  or  more   – a  unit  of  language,  consis0ng  of  one  or  more   spoken  sounds  or  their  wriUen  representa0on,   spoken  sounds  or  their  wriUen  representa0on,   that  func0ons  as  a  principal  carrier  of  meaning.     that  func0ons  as  a  principal  carrier  of  meaning.              (www.dic0onary.com)            (www.dic0onary.com)   – a  phonological  form  paired  with  a  meaning   – a  phonological  form  paired  with  a  meaning        /  dʌk  /              duck   27   28   The  Full  Experience  of  Seman0cs:   The  Full  Experience  of  Seman0cs:   Completeness   Completeness   – The  form  and  meaning(s)  should  be  shared  across   – The  form  and  meaning(s)  should  be  shared  across   people   people   • kooba   • kooba   – The  meanings  should  be  complete,  but  don’t  have   – The  meanings  should  be  complete,  but  don’t  have   to  be   to  be   • pervert   • pervert   • sacapuntas   • sacapuntas   29   30   5 Cullowhee  Conference  on  Communica0ve  Disorders   03/15/13   Tim  Brackenbury   The  Full  Experience  of  Seman0cs:   The  Full  Experience  of  Seman0cs:   Completeness   Completeness   •  What  are  the  parts  of  a  dic0onary’s  defini0on?   •  What  are  the  parts  of  a  dic0onary’s  defini0on?   •  Vocabulary  entries  should  include  all  of  these   parts.   31   32   The  Full  Experience  of  Seman0cs:   The  Full  Experience  of  Seman0cs:   Interconnectedness   Interconnectedness   •  A  dic0onary’s  defini0on  is  a  good  metaphor  for   – 5  people  have  target   vocabulary  completeness   words.   – We  want  to  connect   these  words   •  But,  a  dic0onary  is  not  a  good  metaphor  for  the   •  What  combina0ons  of   lexicon   other  single  words  will   • each  individual’s  “mental  library”  of  word  knowledge   achieve  this?   – think  six  degrees  of   separa0on   – We  need  a  data  keeper   33   34   The  Full  Experience  of  Seman0cs:   Discovery  &  Risk  Taking:   Interconnectedness   Seman0c  Development   •  Rich  lexicons  are  like  three  dimensional  webs.   •  Learning  first  words  is  a  slow,  laborious  process   – mostly  dependent  on  adult  models  and  repe00on   •  Defini0ons  vs.   Metaphors   •  But  it  starts  to  take  off  during  the  second  year   of  life   – because  of  experien0al  learning  and  applica0on   • finding  a  paUern  and  using  it  to  increase  learning   –   a  process  of  discovery  and  risk  taking   35   36   6 Cullowhee  Conference  on  Communica0ve  Disorders   03/15/13   Tim  Brackenbury   Discovery  &  Risk  Taking:   Discovery  &  Risk  Taking:   Seman0c  Development   Seman0c  Development   – Experien0al  Learning  and  Applica0on  Examples   •  Between  18  months  and  18  years  of  age   • Infant  phonological  sensi0vi0es   – children  learn  an  average  of  9  to  10  words  a  day   • seman0c  principles   • Fast  Mapping   • word’s  seman0c  and     – ini0al  connec0on  between  a  new     phonological     phonological  form  and  a  referent   proper0es   • Slow  Mapping   – refinement  of  a  fast  mapped  lexical   entry  over  0me  and  experience   » and  perhaps  integra0on  with   known  items   37   38   Discovery  &  Risk  Taking:   Discovery  &  Risk  Taking:   Seman0c  Development   When  things  go  wrong   •  Reduced  input   •  Effec;ve  and  efficient  lexicons  are  organized   – hearing  loss,  au0sm,  poverty   – Entries  are  interconnected  in  mul0ple  ways   – cannot  build  a  large  vocabulary  or  interconnected   • Taxonomic  categories   lexicon   • Thema0c  categories   • Synonyms  /  antonyms   •  Low  vocabularies   • Phonological  structure   – late  talkers   •  Abstract  seman0cs  develop  across  the   elementary  school  years   39   40   Discovery  &  Risk  Taking:   Generaliza0on  to  BeUer  Seman0cs:   When  things  go  wrong   Assessment   •  Word  finding  deficits   – What  do  you  do  to  assess  seman0cs?   – vocabulary  may  be  within     • Brackenbury  &  Pye  (2005)   normal  limits     – Standardized  tests  are  mostly  focused  on  vocabulary   – underdeveloped  meanings     – A  few  look  at  other  aspects   • especially  with  with  abstract  concepts   –    – specific  language  impairments    Preschool          Test  of  Seman0c  Skills   Language          Ages  9  –  13   Scales   41   42   7 Cullowhee  Conference  on  Communica0ve  Disorders   03/15/13   Tim  Brackenbury   Generaliza0on  to  BeUer  Seman0cs:   Generaliza0on  to  BeUer  Seman0cs:   Assessment   Case  Examples   – Language  sample  analysis   •  Lara,  3  years,  7  months   • limited  informa0on   – first  expressive  words  ~  18  months   • may  need  to  verify  with  other  tasks   – recep0ve  and  expressive  vocabulary  scores  <  10th   percen0le   – Nonword  repe00on  tasks   – sorts  and  labels  common  objects  into  categories   • measure  of  phonological  short-­‐term  memory   – vocabulary  during  language  sample  focused  on   – Clinician  developed  tasks   • objects  in  the  environment   • good  for  evalua0ng  interconnectedness   • aUribute  words   • prototypical  ac0on  words  for  those  objects   43   44   Generaliza0on  to  BeUer  Seman0cs:   Generaliza0on  to  BeUer  Seman0cs:   Case  Examples   Case  Examples   •  In  groups  of  4  or  5,  spend  10  minutes  discussing   •  Luigi,  9  years,  8  months   – your  targets  for  Lara   – recep0ve  and  expressive  vocabulary  scores     – how  you  would  address  them   at  18th    and  14th    percen0le,  respec0vely   – accurate  but  slow  word  naming   – write  down  your  responses  to  be  collected  later   – defini0ons  imprecise     • no  names  needed   – averages  65%  accuracy  with  classroom  vocabulary     – categorizes  by  common  groups  and  func0ons   • low  accuracy  for  classroom  vocabulary   45   46   Generaliza0on  to  BeUer  Seman0cs:   Generaliza0on  to  BeUer  Seman0cs:   Case  Examples   Interven0on  for  Low  Vocabularies   •  Now  do  the  same  group  ac0vity  for  Luigi   •  Interac0ve  Modeling   – embed  lexical  models  in  everyday  contexts   •  spend  10  minutes  discussing   – facilitate  their  use  through  focused  s0mula0on   – your  targets  for  him   techniques   – how  you  would  address  them   I. Parent  Training  Models   – write  down  your  responses  on  a  new  sheet  of  paper   – training  parents/caregivers  as  agents  of  change   47   48   8 Cullowhee  Conference  on  Communica0ve  Disorders   03/15/13   Tim  Brackenbury   Generaliza0on  to  BeUer  Seman0cs:   Generaliza0on  to  BeUer  Seman0cs:   Interven0on  for  Low  Vocabularies   Interven0on  for  Low  Vocabularies   – The  Hanen  Program   – Research  Evidence   • parents  are  taught  techniques  that  promote  language   • Posi0ve  effects  on  parent  language  facilita0on   learning  through  daily  interac0ons   – GirolameUo,  Pearce,  and  Weitzman  (1996)     – Observe,  Wait,  Listen   – Say  less,  Stress,  Go  Slow,  Show   • Increases  in  children  learning  target  words   – GirolameUo,  Pearce,  and  Weitzman  (1996)     • adults  model  target  vocabulary,   – Whitehurst  et  al.  (1991)   but  do  not  require  a  response   • Variable  results  for  generaliza0on  to  other  word  learning   – Significant  results  by  GirolameUo,  Pearce,  and  Weitzman  (1996)   – Non-­‐significant  results  from  Whitehurst  et  al.  (1991)   49   50   Generaliza0on  to  BeUer  Seman0cs:   Generaliza0on  to  BeUer  Seman0cs:   Interven0on  for  Low  Vocabularies   Interven0on  for  Low  Vocabularies   • Posi0ve  effects  with  parents  across  naturalis0c   II.  Clinician-­‐based  models   environments   • Posi0ve  effects  with  SLP  focused  s0mula0on   – Home:    GirolameUo,  Pearce,  and  Weitzman  (1996)          Whitehurst  et  al.  (1991)   – Kouri  (2005)   – Clinic  group:  Lederer  (2001)   – Classroom:    Wilcox,  Kouri,  and  Caswell  (1991)   • Classroom  +  supplemental  work   – Lotus,  Coyne,  McCoach,  Zipoli,  and  Pullen  (2010)   • Posi0ve  effects  with  other  adult  conversa0onal  partners   – Ruston  &  Schwanenflugel  (2010)   51   52   Generaliza0on  to  BeUer  Seman0cs:   Generaliza0on  to  BeUer  Seman0cs:   Interven0on  for  Low  Vocabularies   Case  Examples   • Posi0ve  effects  when  targe0ng  seman0c  and  phonological   •  Given  what  we’ve  just  discussed   features  of  new  words   – How  would  you  alter  your  interven0on  for  Lara?   – Motsch  and  Ulrich  (2012)   • Explicit  vocabulary  instruc0on  helps   – draw  a  horizontal  line  on  your  original  sheet   – Coyne,  McCoach,  and  Kapp  (2007)   – write  your  changes  below  the  line   53   54   9 Cullowhee  Conference  on  Communica0ve  Disorders   03/15/13   Tim  Brackenbury   Generaliza0on  to  BeUer  Seman0cs:   Generaliza0on  to  BeUer  Seman0cs:   Case  Examples   Interven0on  for  Word  Finding   •  What  we  did…   – Hanen  model  +  clinician  focused  s0mula0on     – Sessions  targeted  prior  and  new  technique   Storage   Retrieval   • parent  use  previous  technique   WFD   • introduce  new  technique     of  words   of  words   • clinician  use  of  technique   • parent  trial  of  technique   • discuss  parent  performance  and  words  to  target   – Later  sessions  highlighted  seman0c  &  phonological   features   55   56   Generaliza0on  to  BeUer  Seman0cs:   Generaliza0on  to  BeUer  Seman0cs:   Interven0on  for  Word  Finding   Interven0on  for  Word  Finding   Storage   Retrieval   of  words   of  words   Seman0cs   Phonology   Emphasizes:   Increasing  knowledge   within  lexical  entries   Seman0cs   Emphasizes:   Improving  connec0ons   Cueing   between  entries   strategies     to  improve     Phonology   lexical  access   57   58   Generaliza0on  to  BeUer  Seman0cs:   Generaliza0on  to  BeUer  Seman0cs:   Interven0on  for  Word  Finding   Interven0on  for  Word  Finding   •  Hodgepodge  of  interven0on  models   •  Research  Evidence   – single  feature   – Seman0c  Storage   • seman0c  storage   • Marks  and  Stokes  (2009)   – mul0ple  features   – Narra0ve-­‐based  interven0on,  targe0ng  words  through   » defini0onal  sentences   • seman0c  vs.  phonological   » contextual  sentences   – mul0ple  features  across  modes   » exposure,  imita0on,  and  retelling   • seman0c  vs.  phonological  storage  vs.  both   – Significant  increases  in  target  words   – Non-­‐significant  for  control  words   59   60   10

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Many games address epic themes a unit of language, consis)ng of one or more . Preschool . Teach seman)c and phonological features for.
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Most books are stored in the elastic cloud where traffic is expensive. For this reason, we have a limit on daily download.