Different Roads iOS Apps Now Feature Family Sharing

Apple has recently introduced a new Family Sharing feature, which allows up to 6 family members to browse and access each other’s iTunes, iBooks, and App Store purchases, as well as share photos, calendars, and locations with each other. We’re excited to announce that all of our Different Roads apps in the iTunes App Store have also begun to support this feature. Family Sharing also includes parental controls, enabling parents to approve purchases and downloads initiated by children first.

Different Roads to Learning Apps

Clean Up Cateogory Sorting AppClean-Up: Category Sorting  This highly-rated interactive program develops language, reasoning, and sorting and classifying skills in young learners. Players must “clean up” by putting 75 photographic images of toys, food, and clothing away in the correct shopping cart, refrigerator, or toy box. Each target is introduced by its label (“Where does the Apple go?”) in each round where players see 15 unique images. Correct responses receive visual and auditory reinforcement while incorrect answers are corrected by a visual prompt of the correct answer flashing. This app builds foundational sorting skills for students just developing their sorting and classifying skills. Available on iPhone and iPad.

Whats that Sound App

What’s that Sound? Learning to Listen and Identify Sounds  This interactive and easy-to-grasp game develops auditory discrimination and processing skills in young learners. Players will improve their skills by matching objects and their associated sounds. Simple auditory processing skills lay the foundation for learning how to read, speak and spell.
Available on iPhone and iPad.

 

What Goes Together App

What Goes Together?  This interactive program develops language, discrimination, and reasoning skills in young learners. Clear, colorful images of everyday objects promote an understanding of functions and the relationships between items that children encounter on a daily basis. With built-in reinforcement and error correction, this game provides a solid foundation in building critical expressive and receptive language skills. Available on iPhone and iPad.

Tell Me About It App

Tell Me About It!  Featured as Editor’s Choice on Best Apps for Kids, this universal app is specifically designed for children with autism and other speech and language delays. Based on the Applied Behavioral Analysis approach, this program mimics an actual one-on-one instructional session with a therapist. The app provides 15 categories of language targets, such as body parts, household items, clothing and food, and six levels of difficulty, which progressively become more difficult, from labelling to shared feature, function, and category. This app also features an easy-to-read report card, which provides tracking data for each child and an option to e-mail the report card results. Available on iPhone and iPad.

To discover all of our current apps and what Family Sharing can do for your family, visit our iTunes App Store page.

Pick of the Week: Robot Turtles – The Game for Little Programmers

We’re thrilled to announce the arrival of the highly-rated game Robot Turtles: The Little Game for Programmers to our store. Robot Turtles an innovative board game that teaches the fundamentals of computer programming to kids as young as 4 years old without a screen. That’s right – no screen, no keyboard, no special effects; just great design and an innovative concept! And this week only, we’re offering a 15% discount* on this great new game. Just enter TURTLES3 at checkout to redeem your savings on your set of Robot Turtles.

With its origin as the most backed board game in Kickstarter history, Robot Turtles sneakily teaches the fundamentals of programming, from coding to functions, while making silly turtle noises! This game takes seconds to learn, minutes to play, and provides endless learning opportunities. With 4 different levels of play, including basic game play, unlocking obstacles and lasers, unlocking a “write program,” and unlocking the function frog, Robot Turtles is a wonderful game for preschoolers to grow with.

Each set of Robot Turtles comes with:

  • 1 game board
  • 40 game tiles
  • 4 robot turtle tiles
  • 4 jewel tiles
  • 4 code card decks, with 45 cards each

As the best selling board game in all of Kickstarter history, Robot Turtles has been highly anticipated by game creators and consumers alike, and has received a considerable amount of mainstream press. In a recently published New York Times article, creator of the game Dan Shapiro explains his rationale behind creating the game. “Those [game] pieces are intended to represent the commands of a computer program.” Children are required to select cards to move their pieces around the board, pushing or destroying obstacles in their way. With the glowing reviews it has received on trending social media sites, Robot Turtles is sure to teach young learners the fundamentals of a necessary skill in modern technology in a fun and interactive way.

Don’t forget – this week only, take 15% off* your purchase of the brand-new Robot Turtles game by applying code TURTLES3 at checkout!

*Offer is valid through 11:59pm EDT on June 3, 2014. Not compatible with any other offer. Be sure there are no spaces or dashes in your code at checkout!

Ready Set Play! Strategies for Modifying Games

In continuing our celebration of Autism Awareness Month, we’d like to share with you another article from our very own Sam Blanco, BCBA on how to modify games for learners with autism.  Sam focuses on helping educators and parents understand how to thoughtfully integrate games, toys, and technology for students with autism and other developmental delays, and here she presents a few simple, yet effective, ways of adapting every day games and toys to meet the needs to students on the spectrum.

Ready Set Play! Strategies for Modifying Games
by Sam Blanco, BCBA

Choosing games for learners with autism can be quite challenging, especially when your goal is to provide social opportunities through playing games with peers or siblings. Sometimes you find a game that you think your learner will find highly motivated, only to discover there are aspects of the game that make your learner lose interest quickly. Here are a few tips to help modify games to meet the needs of your individual learner.

One of the easiest and best modifications you can make is to shorten the duration of an activity. Most of the games and activities you will find on this website take 10-15 minutes. For longer activities, I will set a timer and let the learner know that the game will last for 10 minutes (or less, depending on the learner) or allow the learner to choose the duration of the game. Also, though it may feel unnatural, (especially if your learner is engaging with you when he/she rarely does) I try to end the activity when the learner’s interest is at its peak. This will make the learner more likely to request or be interested in the activity in the future.

If the game is too difficult for the learner, you can do some of the steps for your learner. For example, for some of my early learners, I will complete one or more steps in the game Roll & Play. Some of my learners struggle with grasping the cards between their index finger and thumb. I can pick up the card for them, and then continue with the game. This allows us to maintain a quick pace in the game, maintain the learner’s interest, and continue the focus on the skills presented in the game. It’s important to remember that just because you are completing some of the steps, it does not make the game less valuable. Usually, I am practicing grasping objects in other activities and will eventually introduce it into the game, but I want to maintain focus on only 1 to 2 skills when I am teaching through games. Otherwise, the game can become very slow and less motivating for the learner.

Another easy modification is to simply remove some parts of the gameS’Match is a fantastic memory game that helps learners match items based on three components: shape, color, and number. For some learners, I remove the spinner so that I can introduce the game with just two components. I’ll either verbally tell the learner “This time, we’re matching by color,” or I’ll have a textual cue. This way, I can focus on the skills of matching, while making the game easier for learners who might struggle with the skill of remembering three different components of each picture in the memory game. Once my learner has mastered the game with matching by two components, I introduce the spinner and matching along all three components. (There are also games I play with my learners that just involve the spinner, which you can find here.)

Increase your expectations as quickly as possible. For each of my learners, I typically have two categories of games: Emerging and Mastered. With emerging games, the learner still requires modifications, but I am trying to fade those modifications and increase expectations as quickly as possible while still maintaining the learner’s interest and motivation to play the game. With mastered games, the learner is able to play the game as designed with peers or siblings and I can focus on social goals instead of game-related goals.

Games provide a wide array of opportunities to teach academic, non-cognitive, and social skills. Modifications such as those listed above can open up these opportunities for your learner in age-appropriate and fun ways.

Sam Blanco is a Board Certified Behavior Analyst and an ABA provider for students ages 3-12 in NYC. Working in education for ten years with students with Autism Spectrum Disorders and other developmental delays, Sam has developed strategies for achieving a multitude of academic, behavior, and social goals, by organizing resources in an easy-to-use way that also directly connects to data collection and increasing progress in learners with autism. She is the lead contractor for Theatre Development Fund’s Autism Theatre Initiative, working to modify Broadway shows such as The Lion King and Spiderman. She also provides workshops for professionals and parents about assessment, managing difficult behaviors, verbal behavior, and using games and technology effectively in teaching practices. You can follow Sam on Twitter: @SamBlancoBCBA.

Pick of the Week: Early Intervention Resources

It’s a fact that Early Intervention leads to positive outcomes for our children. Understand the key principles of Early Intervention approaches with our two newest additions to our early intervention books, The Early Intervention Workbook and Early Intervention Every Day! These reference books cover evidence-based intervention approaches, as well as the best practices on implementation.  Buy one or both of them this week only and save 15%* by using our promo code DRLEI15 at check out.

The Early Intervention Workbook: Essential Practices for Quality Services was written for current and future early intervention providers of all disciplines who are looking to maximize their efficacy. The entire early intervention process is broken down into seven key principles with detailed tips, activities, and strategies on both what to do and how to do it. The workbook covers referral, initial visits with the family, evaluation and assessment, IFSP development and implementation, and supporting a smooth transition out of EI. The authors strive to empower professionals to make positive change happen on both a personal and systemic level by identifying and focusing on successful evidence-based intervention approaches and providing guidance on actual implementation. This is a comprehensive book for group training or independent work, and a great reference.

Effective early intervention doesn’t stop when the provider leaves a family’s home. For parents and caregivers, Early Intervention Every Day! is a practical sourcebook packed with research-based strategies that demonstrate how take a consistent, active role in supporting young children’s development. Targeting 80 skills in six key developmental domains for children birth to 3, this guide also gives professionals loads of ready-to-use ideas for helping families embed learning opportunities into their everyday routines. The guide empowers families to work on IFSP goals during recurring activities, such as grocery shopping or riding in the car, and to give children opportunities to practice and reinforce new skills throughout the day, along with many other strategies for helping children with developmental delays participate more fully in family life.

Remember – this week only, you can save 15%* on your order of either or both The Early Intervention Workbook or Early Intervention Every Day! by using promo code DRLEI15 when you check out online!

*Offer expires at 11:59pm ET on April 15, 2014.  Not valid on past orders or with any other promotions and offers.  Be sure there are no spaces or dashes in your code at check out!

Introducing Modified Instructions for Roll & Play

We’re excited to bring you the third installment in our new series of Modified Instructions, created by Sam Blanco, BCBA.  Sam’s Modified Instructions present 3-4 additional ways to play a mainstream game to make it most useful and accessible for our students with special needs.  These alternative instructions break down each adapted game by:

  • Age/Skill Level
  • Number of Players
  • Object
  • Skills Required
  • Materials Needed
  • Prep
  • Instructions
  • Considerations

We’re thrilled to introduce Modified Instructions for Roll & Play, one of our favorite games. This game helps reinforce patterning skills, creativity, and gross motor skill development in your student.

Roll & Play gently introduces young learners to play patterns and rules of a game through interactive activities that encourage creativity and active play. Roll the big, plush cube and identify which colored side faces up. Then, choose a matching color card and perform the simple activity shown. Players will be asked to “Make a happy face,” “Moo like a cow,” and “Find something red.” Activity cards in this game cover 6 categories related to early development: Emotions, Counting, Body Parts, Colors, Animal Sounds, and Actions. Included with the plush cube are 48 cards, 8 in each category, and 1 Parent’s Guide.

Don’t forget to download our free Modified Instructions for Roll & Play today!

Pick of the Week: “Executive Skills in Children and Adolescents”

Executive function in individuals with autism has become a hot topic, and this is the bestselling guide that helped put executive skills on the map for school-based clinicians and educators.  This week only, you can save 15% on your copy of the second edition of Executive Skills in Children and Adolescents.  Just use our promotional code EXECSK5 at checkout.

This manual explains how these critical cognitive processes develop and why they play such a key role in children’s behavior and school performance. Concise and practitioner-friendly, the manual provides step-by-step guidelines and practical tools to promote executive skill development by implementing environmental modifications, individualized instruction, coaching, and whole-class interventions.

Included in this book are sections on developing behavioral objectives and measuring intervention effectiveness, strategies to intervene at levels of the student and the environment, routines in getting ready to begin the day, collecting homework, writing papers, studying for tests, managing open-ended tasks, managing anxiety, and much more. With these strategies, you will be able to address executive skills such as task initiation, sustained attention, working memory, planning, organization, time management, emotional control, and response inhibition, among others. More than 24 reproducible checklists, questionnaires, planning sheets and assessment tools are also included to empower readers to immediately help teach executive skills.

We’ve also included a sample chapter on our site so you can have a sneak peek at this edition!  Don’t forget – take 15% off your order of Executive Skills in Children and Adolescents: A Practical Guide to Assessment and Intervention by using EXECSK5 at checkout this week!

Pick of the Week: Should I or Shouldn’t I?

New from the Social Thinking team, Should I or Shouldn’t I? encourages players to think about their own behavior choices and compare how their perceptions match—or don’t—those of others. The game is built on the idea of perspective-taking and explores social behaviors from different viewpoints to help develop understanding of how these affect relationships with others. The object of the game is to have players think about their own thoughts and behaviors and those of others in various situations. This week, we’re featuring both the Middle/High School and Elementary School editions as our Pick of the Week with a 15% discount to your order. Just enter in promo code SHOULDI3 to redeem your savings at checkout.

The brand-new Elementary School edition fosters important discussions about social situations that elementary-aged students ages 8-11 may encounter at home, at school, and out in the community. Between the ages of 8-11, the social demands placed on kids begin to change. Teachers expect kids to be more socially aware of others and be more independent in monitoring their own social behaviors. Kids of this age are also expected to successfully navigate unstructured social experiences such as recess and lunch. For many, this is difficult. As kids move through grades 3-5, play also changes from being imaginative to being competitive. Kids “hang out” more, which often translates into increasingly sophisticated conversations where group members must figure out other people’s motives and intentions. Overall, social nuance becomes much more complex.

This game gives kids a chance to explore this shifting social landscape and learn how their own views compare/contrast with the way their peers view things. The Prompt and Challenge cards address a wide range of age-matched situations that arise at school, during down time together, or in the community. However, it is always wise for parents or therapists to read through the cards and remove those that may be inappropriate for any of the players or that are mismatched to their level of social functioning or social understanding.

 

The Middle/High School edition is designed to give preteens and teens a fun and motivating way to improve their social sense, practice taking the perspectives of others, and discuss relevant teen issues in a nonjudgmental setting. Questions posed on the Prompt and Challenge cards address a wide variety of teenage-related situations, such as interacting at home, at school, at a friend’s home, the mall, the grocery store, at a party or the library, at the movies or on a date.  For some alternative ways to play, check out Sam Blanco‘s set of Modified Instructions for the Middle/High School edition of this game.
Each edition can be played 1-on-1 with a therapist or in a group of up to 6 players. Each set includes: 100 Prompt cards to practice perspective taking; 50 Challenge cards that help generalize learning; 6 sets of Voting Cards; 6 copies of the 5-Point Behavior Rating Scale; and a Teaching Guide that provides in depth instruction for preparing students to play and meeting the unique needs of each individual learner.Should I or Shouldn’t I? will be perfect if you are looking for structured activities to teach complex social skills to elementary school-aged and teens with autism or other developmental delays. Don’t forget—this week only, you can save 15% on your order of the Should I or Shouldn’t I? Elementary School Edition or Middle/High School Edition by entering in SHOULDI3 at checkout.

Tip of the Week: Increasing Play Between Siblings

Helping learners with autism engage successfully with their siblings is an important goal. The ultimate goal should be for both the sibling and the child with autism to initiate interactions without adult direction.

Children playing a board gameActivities should be reinforcing for both kids in order to increase the likelihood that siblings will independently engage in play without prompts by adults. Try to avoid situations where you are requiring the typically developing sibling to engage in an activity just because it is motivating for the learner with autism.

Don’t expect the sibling to fill the role of “mini-teacher” or “mini-therapist.” While at times the sibling may need to prompt the learner with autism to complete a task or take a turn during a game, when possible be clear that the adult is responsible for guiding the child with autism through activities. The adult can also act as a model for appropriate language and prompting in instances when the sibling is alone with the child with autism. However, your goal is to provide low-pressure play situations for both children. One way to help with this is to introduce activities and games that the learner with autism has mastered so the sibling is less likely to take on the roll as teacher or therapist.

Teach the learner with autism to invite his/her sibling to play. It’s beneficial for both kids if the learner with autism initiates some activities. While introducing games and toys to learners with autism, it’s useful to have highly-motivating games that then become associated with the sibling. This way, when the learner with autism sees the game, he/she automatically thinks of inviting the sibling to play. In ABA terms, the presentation of the game acts as an Sd for inviting the sibling to play.

Allow both kids to have interests that are unshared. It is frequently counterproductive to force play situations. Finding common interests is the key to increasing the likelihood of each child initiating play in the future. If the child with autism is required to participate in un-motivating activities with his/her sibling (or vice versa), the child will begin to associate the sibling with undesirable activities. It is perfectly normal and healthy for both siblings to engage in hobbies, games, and activities that the other is uninterested in.

Tip of the Week: Scanning – Best Teaching Practices

Scanning is one of the first skills we teach learners with autism. This skill, (looking at each item presented and using that information to make decisions,) is essential for almost every other skill we teach children in early childhood. Historically, we have taught scanning skills through matching and listener responding activities by lining up 3 pictures or objects, then having the learner choose the correct match out of the three items or point to the item we have named. However, this is not representative of the way scanning skills are used in the natural environment.

Toddler boy reaching for carrots in grocery storeConsider how you use scanning in your own life: searching a row of books on a shelf to find a particular title, trying to find your favorite tomato soup in a supermarket aisle filled with soups, or looking through a box of Legos for one blue square Lego to complete a structure. None of the ways we scan in the natural environment present materials in a field of 3 neatly lined-up items.

There are steps you should take in order to help prepare your learner for scanning in the natural environment. When working on matching items or identifying items, you should quickly reduce prompts (as discussed in this previous post) and increase the difficulty of scanning. There are two ways to do this: (1) increase the number of items in the field and (2) make the array of items messy.

If we take a look at matching, here is a sample of the steps for a matching program you might use to help teach the skill:

  1. Match an object to 1 of 3 objects placed on the table
  2. Match an object to 1 of 5 objects placed on the table
  3. Match an object to 1 of 5 objects placed in a messy array on the table
  4. Match an object to 1 of 8 objects placed in a messy array on the table
  5. Match an object to 1 of 10 objects placed in a messy array on the table
  6. Match an object to 1 of 5 objects with similar but non-matching items in the messy array (example: you’re trying to match a red car, in the array there will be a red car as well as a blue car and a red truck.)
  7. Match an object to 1 of 8 objects with similar but non-matching items in the messy array

As the learner masters each step, he/she is getting closer to what that skill looks like in the natural environment. Lastly, here are a few examples of how children use scanning in the natural environment. These can be used to practice the skill in ways that are motivating to your individual learner:

  • searching for all the pieces to a costume for dress up play
  • finding a specific piece to complete a puzzle or block structure
  • looking for his/her favorite candy or snack at the supermarket
  • finding a specified item in a picture (for example, if I have a learner that loves Elmo, I’ll find many pictues with Elmo shown and have the learner point him out)
  • retrieving shoes from a shelf or closet
  • picking out a nail polish color
  • choosing their favorite tv show from a DVR or computer menu
  • playing “I Spy”
  • finding the right tool from a messy utensil drawer for a cooking activity
  • retreiving his/her favorite train from a bucket of trains

Pick of the Week: The Early Start Denver Model

As the first comprehensive, empirically tested intervention specifically designed for toddlers and preschoolers with autism, the Early Start Denver Model (ESDM) is an early intervention approach for toddlers ages 12-36 months and continuing until ages 48-60 months. The model does not require a particular setting for implementation and can be used by parents, teachers, therapists, at home, in preschool or in a clinical setting. To help you get started with this early intervention model developed by Sally Rogers, Ph.D., and Geraldine Dawson, Ph.D., we are offering a 15% discount on the Early Start Denver Model for Young Children with Autism Manual and its accompanying Curriculum Checklists this week. Just enter in the promotional code BLOGESDM3 at check out to redeem your savings!

The Early Start Denver Model is the only comprehensive early intervention model that has been validated in a randomized clinical trial for use with children with autism as young as 18 months of age. It has been found to be effective for children with autism spectrum disorder (ASD) across a wide range of learning styles and abilities. Its core features include the following:

  • Naturalistic applied behavioral analytic strategies
  • Sensitive to normal developmental sequence
  • Deep parental involvement
  • Focus on interpersonal exchange and positive affect
  • Shared engagement with joint activities
  • Language and communication taught inside a positive, affect-based relationship

The manual provides structured, hands-on strategies for working with very young children in individual as well as group settings to promote development in key areas such as imitation; communication; social, cognitive and motor skills; adaptive behavior; and play.

In order to implement individualized treatment plans for each child, users must complete the ESDM Curriculum Checklist, which is an assessment tool. One non-reproducible checklist is included in the manual for reference with instructions for use. Additional checklists are sold separately in sets of 15.

This week only, take 15% off your purchase of the ESDM for Young Children with Autism Manual and the accompanying ESDM Curriculum Checklists by entering in the promo code BLOGESDM3 at checkout.*

*This offer expires on October 8, 2013 at 11:59 pm EST. Not compatible with any other offer. Be sure there are no spaces in the promo code at check out!