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Entertainment Computing 42 (2022) 100495

Contents lists available at ScienceDirect

Entertainment Computing
journal homepage: www.elsevier.com/locate/entcom

Dynamic difficulty adjustment technique-based mobile vocabulary learning


game for children with autism spectrum disorder
Samaa M. Shohieb a, *, Ceymi Doenyas b, Abdelghafar M. Elhady c
a
Faculty of Computers and Information, Mansoura University, Egypt
b
Department of Psychological Counseling and Guidance, Yıldız Technical University, Istanbul, Turkey
c
Deanship of Scientific Research, Umm Al-Qura University, Saudi Arabia

A R T I C L E I N F O A B S T R A C T

Keywords: This article describes the design, implementation, and evaluation of an educational mobile game. Pickstar aims
Autism spectrum disorder to make vocabulary learning training more accessible to families with ASD, in a way that increases engagement
DDA games by offering a multisensory experience and by adapting to the level of each player. The game includes two
Human-computer interface
learning approaches: the classical levels advancement approach where the levels gradually increase in difficulty
Mobile learning
Pedagogical issues
and Dynamic Difficulty Adjustment (DDA) approach that adapts to the skill level of the player as determined via
Special needs education feature extraction. Through the AdaptiveMiniMax algorithm, Pickstar’s DDA feature ensures that everyone has
the same winning rate of approximately 70%, encouraging players of all levels to play again. The engagement
rate of children with ASD in the learning process was 88.4% higher for DDA compared with classical levels.
Usability evaluation of Pickstar, based on ISO 25062:2006, on caregiver interviews concluded that Pickstar not
only decreases caregivers’ teaching and assessment loads, but also increases the time children spend on learning.
Caregiver interviews, usability testing, and engagement assessments show that Pickstar can be used with minimal
guidance to improve vocabulary skills of individuals with ASD and can mitigate caregiver problems in accessing
good-quality, engaging, and affordable education for their children.

1. Introduction therapy is one of several therapies that are often used with individuals
with autism, which also includes vocabulary teaching [24]. According to
Autism spectrum disorder (ASD) is a neurodevelopmental condition DSM-5 Diagnostic and Statistical Manual of Mental Disorders (2013) and
characterized by social communication and interaction difficulties and ICD-10 International Classification of Diseases (1993) that formulate
restricted and repetitive behaviors and interests [3]). Individuals with criteria for the diagnosis of infantile autism, most children with autism
ASD usually display repetitive or rigid language, poor nonverbal con­ who are on the moderate and severe parts of the spectrum experience
versation abilities, and their speech and language skills do not develop deficits in linguistic development and inability or absence of verbal and
to the typical level and show uneven progress [4]. It has been reported nonverbal communication to express themselves and understand others.
that 25–30% of individuals with ASD do not talk at all or do not develop Thus, vocabulary learning is very important for individuals with ASD.
functional language throughout their lives [23]. Such challenges in In Egypt, more than 840,000 children with autism were recorded in
communication, in conjunction with difficulties in social interactions, 2015 [34]. In the Middle East, the numbers range from 15.6 to 18 per
tend to isolate children with ASD from others. The child with ASD lives 1000 [2]. Caregivers in the Arab countries express concern that the
closed to oneself (also reflected in the etymology coming from ‘autos’ education centers for individuals with developmental disabilities are
[self] + ism) and hardly responds to what is around and the surrounding solely established in big cities, yet not all children with ASD live in cities
individuals, events or phenomena [30,17]. ASD may affect anyone and [38,39]. This leads to children with ASD residing in rural areas to not
is not limited to a specific sociocultural, educational, ethnicity or eco­ receive proper education. Remote areas, even if they do not have edu­
nomic level. Autism cannot be cured; however, individuals may reach cation centers available, can use mobile applications. Mobile phones are
optimum outcomes, their difficulties may be decreased, and their life no longer a luxury item. Every person is likely to have one or more
quality may be increased with early diagnosis and intervention. Speech mobiles, and even children use mobile phones. Based on these

* Corresponding author.
E-mail address: sm_shohieb@mans.edu.eg (S.M. Shohieb).

https://doi.org/10.1016/j.entcom.2022.100495
Received 12 April 2021; Received in revised form 11 December 2021; Accepted 15 April 2022
Available online 23 April 2022
1875-9521/© 2022 Elsevier B.V. All rights reserved.
S.M. Shohieb et al. Entertainment Computing 42 (2022) 100495

developments, mobile technology is predicted to be one of the tools that where they talked with teachers and parents of children with ASD and
can be used to facilitate the access to education for children with ASD. observed the children to determine the main problems that will be
Many researchers acknowledge the importance of educational games for solved by the design and how the user will use the system. Using these
autism [9]. Educational games can help children learn about the world observations and the guidance of an ASD specialist, the initial prototype
in which they live, consequently improving their social abilities game was created. Then, primary utilization and feedback from in­
[7,25,41]. Also, games can help develop different cognitive aspects of dividuals with ASD and their families were collected. User engagement
children. Moreover, educational games can stimulate participation in and satisfaction were evaluated via participant scores in the game and
the learning process [47]. Therefore, mobile educational games parent reports in the interviews. The details of the game and applying
designed for children with ASD not only hold the potential to make the DDA in the game are presented after reviewing the relevant litera­
education more accessible to those not living in big cities, but also to ture, which is followed by the reported user feedback about the game
make educational materials more engaging for those living in big cities. from parents of children with ASD.
What is more, during global emergency periods like the current Covid- The following parts introduce the proposed game, Pickstar, by
19 pandemic, mainstream education for typically developing children explaining why such a game is needed, its design, testing, and usability
continues online, yet special education for children with ASD does not. results. Specifically, first, a literature review is presented of the tech­
Considering that special education is the only validated intervention for nological rehabilitation systems, applications, and digital games for in­
them, creating mobile education applications designed for their specific dividuals with ASD. It is followed by the full design and methodology of
needs and characteristics carry importance not just for regular times but Pickstar. Next, the results obtained by having children with ASD use this
also global emergency periods where face-to-face special education may game and usability evaluations of Pickstar are reported and discussed.
halt for individuals with ASD. Finally, conclusions about what these results mean and recommenda­
Dynamic difficulty adjustment (DDA) is a method of automatically tions for future work are presented.
modifying a game’s behaviors, features, and scenarios depending on the
player’s skill level, in real-time [54]. Malone [33] recommended that if 2. Literature review
the challenge, fantasy, control, and curiosity in games could be balanced
and linked to the gradual enhancement of difficulty level, the resulting 2.1. Systems, applications, and serious games for interventions and
game could keep the user fascinated. Consequently, applying DDA in education for ASD
learning games results in keeping the player absorbed and engaged in
the learning process targeted by the game. Yet, DDA carries a compli­ Studies dating back to two decades introduced and showed the
cated task as it needs to successfully perform a real-time estimation of effectiveness of computer-based assistive technologies for children with
the next entry to the game at the right instance [26]. ASD. Some even show that completing educational tasks on computers
To address the aforementioned issues, this paper presents the Pick­ were more engaging for children with ASD than paper-based methods,
star game. It aims to mitigate the problems encountered by the care­ such as children with ASD spending more time on the reading material
givers of children with ASD in terms of access to education centers. accessed through a computer compared to book-based learning [48].
Pickstar is an Arabic language vocabulary learning game based on the Computer-based techniques for ASD are categorized into two types,
DDA approach and on gaming techniques and strategies to increase user rehabilitation systems and educational gaming systems, and are
motivation. These include utilizing fun, cartoon-like pictures of animals, explained in detail below.
engaging sounds such as animal sounds, and rewards such as clapping.
The aim is to increase the vocabulary and pronunciation knowledge of 2.1.1. Technological systems for intervention and training
players with word matching games that also voice each word. By There have been many attempts to facilitate the delivery of in­
appealing to more than just the sense of vision as done in traditional terventions for ASD using assisted technologies. Galitsky [22] presented
paper-based methods, and creating a multisensory experience with a reasoning rehabilitation strategy for individuals with ASD to help them
engaging elements, this application is designed to increase the time overcome their difficulties in learning social rules from examples. They
children with ASD spend with educational content and especially that describe the user interface (UI) of the model they built of the mental
related to vocabulary and communication. This work is grounded in world comprising 12 steps. Another group [1] used a design method
Arab ASD social communities, DDA game approach, and Human- based completely on a dynamic manner that merges technology
Computer Interaction (HCI) research. HCI includes various aspects benchmarking, concept generation, and activity design into constantly
such as user-centered design (UCD), user interface (UI) design, and user enriching actions through using tangible audio-augmented artefacts for
experience (UX) design. HCI can be said to be, in many ways, the fore­ therapy and academic intervention for children with ASD. Though their
runner of UX design. prototype is a tool to help the therapist engage the child with ASD in a
This paper presents the design of Pickstar and the results of the pilot storytelling activity, they highlight the broader benefits of using this
study conducted to assess its learning outcomes and usability evalua­ audio-augmented method in therapy and educational interventions for
tion. Usability according to ISO 25062:2006 refers to the effectiveness individuals with ASD. Other researchers experimented with developing
(completeness and accuracy), efficiency, and satisfaction with which artificial intelligence-based systems and machine learning to detect
specified users achieve specified goals in particular environments. The learning patterns and develop training systems for individuals with ASD.
design and testing of the proposed game followed the recently developed One machine-learning technique makes use of the Indian Buffet tech­
framework to design vocabulary-based serious games for children with nique (IBP) that is based on a binary matrix of infinite columns to assign
ASD. Khowaja and Salim [31] developed a new Serious Game Design groups of intervention skills to children. Using this method on data
Framework (SGDF), where they show that before and after utilizing collected by an intervention application for ASD, the best number of
their prototype, children with ASD improved in their vocabulary learning patterns was developed, and subgroup assignments have been
acquisition. The authors recommend giving an overview of the game to automatically inferred from statistics. The researchers classified the
be developed, which includes its title, description, target audience, and required intervention for the child with ASD based on 32 skills in
platform, as well as specifying the game components used structured imitation, language, and sensory domains. They came to the conclusion
according to IPO (input, process, and output). Additionally, they suggest that Bayesian nonparametric models are more suitable to infer the
using applicability surveys based on the quality model of ISO [31], optimal number of patterns of learning as well as subgroup assignments
which are all included in our presentation of Pickstar. First, to under­ than parametric rivals [46], showing the effectiveness of machine-
stand how children with ASD acquire and use vocabulary, the authors learning approaches to classify possible interventions utilizing the
carried out a corresponding user research as is done in HCI research, data of individuals with ASD. Similarly, a Rehabilitation Training

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System (RTS) was developed to train children with ASD to learn basic that are flexible and individually adaptable for individuals with ASD.
plants, shapes, animals, colors, and find the odd one out from a As they enable caregivers and teachers to use readily available items at
mentioned set of objects, and for other skills [53]. Their applied pro­ home or outside to build databases according to the child’s learning
totype motivated the children to learn the patterns by providing in­ process, these applications can help the words acquired in the classroom
centives via audio signals in addition to easing teachers’ efforts. to be transferred to actual situations. A small number of teachers and
Technology has also been used to transform the traditional methods parents in a private autism center in the city tested the IOS version of
utilized to increase the communicative skills of individuals with ASD. Swipe-N-Tag (for both the iPhone and the iPad) with satisfactory results.
Chien et al. [11] introduced a tablet-based system that adopted aspects There are also early virtual reality [49,51,52] and augmented reality
of the traditional Picture Exchange Communication System (PECS) [44,45] applications designed for children with ASD. These applications
approach. PECS refers to a visual communication method where in­ aim to help children with ASD with word recognition [49,51] and vo­
dividuals with delayed or no speech use pictures to express their needs cabulary learning [44,52], with promising and satisfying results. Winoto
and desires [8], which yields significant improvements in social- et al. [52] designed a VR room in which players learn new words on one
communicative skills of children with ASD including joint attention, of the walls of the room through the look of their visual shape, while the
request, initiation, and cooperative play [32]. Chien et al. [11] incor­ integration of audio and visual modalities of the VR environment further
porated advantageous features such as support for digital, voice capa­ assists word recognition. Their study provided early insights into the
bilities, and visualization. Their system improved the willingness of acceptability of such intervention techniques for Chinese parents and
children with ASD to learn and engage with others, and it also decreased their children with ASD. Tang et al. [45] present a mobile vocabulary
the time it took caregivers to prepare content by over 70%. All this learning app especially for outdoor and home use for Chinese children
previous work shows how technology can contribute to digitalizing with ASD. In the deep educational platform, TensorFlow, the core object
intervention systems for children with special needs and especially those recognition module is deployed, but the algorithm must be run offline
with ASD, which can help make these sources more accessible to and unlike other advanced systems. Two pilot studies were conducted to
affordable by a wider population. assess the system feasibility and usability. Their studies indicated that
the performance of the object-recognition module is the negative aspect
2.1.2. Applications and mobile games as a teaching method for ASD of the application. Since the latest AR-technology literature on Chinese
Previous work has demonstrated the feasibility of creating and using word-learning is still in its infancy, particularly with regards to design
educational mobile games for individuals with ASD, specifically in and assessment, it offers limited insights into its therapeutic effective­
relation to communication, including apps to complement language ness, feasibility and applicability to individuals, and especially children,
learning, language production, and social communication. A vocabulary with ASD. Moreover, these studies do not reveal whether the children
learning application has been designed on Android-based mobile de­ with ASD improved their vocabulary with these methods or not.
vices and implemented for the use of children with ASD, which has not It is seen that none of the available applications and games for
yet been tested. It is designed to have one interface where caregivers can children with ASD that target language and communication skills are in
edit or download the teaching materials, and another where children the Arabic language; they are designed in different languages such as
with ASD can select the learning category, learning item, and play audio English, German, Indian, and Indonesian. Moreover, the only existing
or music [27]. In a similar vein, a tablet-based software was designed in Arabic application is designed for teaching the Holy Qur’an to low
collaboration with individuals with ASD and communication therapists functioning children with ASD [29], which does not teach language or
that aimed to assist the learning of manual motor and oral motor skills vocabulary, but verses of the Qur’an. To address these shortcomings, the
that are essential for communication [6]. The present authors created authors developed an Arabic vocabulary learning game for Arab chil­
and tested a tablet-based application to teach sequencing skills to chil­ dren with ASD to enhance their learning motivation and help them learn
dren with ASD using reinforcement and cueing principles used in ASD more vocabulary or improve their existing verbal skills. One study took
education [20]. Another application was developed that helps children the feedback of children with ASD on rewards in educational computer-
with ASD enhance their social life by communicating and interacting based games. From the choices of still image, animation, sound, fire­
with others, while supporting their caregivers and parents to recognize work, and certificate, most children selected all the features, and as the
what the children desire [5]. Moreover, in another mobile platform, rewards progressed, they preferred adding additional animations,
children with ASD can develop generalization skills and language [35] additional sounds or certificates, sounds, and fireworks or certificates in
and caregivers can construct custom-designed exercises with multiple the following levels [14]. Therefore, a preference for both visual ani­
options that take into account the unique characteristics of every child. mations and audio stimuli of children with ASD emerges with the reports
Furthermore, a game-based prototype was created to teach the Qur’an to provided by individuals with ASD. These types of reinforcements have
children with low-functioning ASD, though it has not yet been tested been previously implemented in educational tablet games for ASD [20]
with users yet. These authors digitalized a teaching strategy by devel­ and follows the principles of Applied Behavior Analysis (ABA), which is
oping an interactive game that integrated listening, arranging, con­ the most commonly used educational principle for teaching individuals
structing, imitation, and pronunciation skills (Kamaruzaman et al., with ASD in special education centers and schools. ABA refers to using
2015). Present authors have designed a mobile application that uses a data about behaviors to develop hypotheses about why a certain
simulation game to help children with ASD understand and follow behavior happens in a particular context and creating interventions to
Covid-19-related safety measures by gaining points and reinforcers in change the identified behaviors. It is the science of applying information
this game [19]. All these gaming examples share the aim of making the obtained from the analysis of behavior to systematically and purpose­
learning materials more portable and more easily accessed by children fully modify behavior. It uses prompting, shaping, and reinforcement to
with ASD by digitizing and placing the educational materials into a increase desired behaviors. ABA interventions consistently yield signif­
single device. icant increases in functional skills and decreases in ASD symptoms, with
In terms of technology designs for vocabulary acquisition in ASD, these positive outcomes maintained across time [28]. Therefore, such
Winoto and Tang [50] present two mobile picture-based text-learning rewards have been implemented into the current application.
applications technologies (i.e. Swipe-N-Tag, and Snap-N-Recognize)

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2.2. The Pickstar game while teaching and assessing the development of their children.
c. Design Phase: This phase pertains to the software development
The Pickstar game has been designed as an assistive teaching and prototyping for the application. The design was created via con­
application that runs on Android-based devices (mobiles or tablets). struction models and methods, where these suggested models were built
Pickstar is a DDA-based game designed for children with ASD, with the and evaluated for their ability to solve the problem. Authors began by
aim to maximize their engagement, independence as well as enjoyment. sketching the game as a paper-based prototype, which is a throwaway
Moreover, it intends to reduce the complexity and effort of teaching and prototyping of user interfaces created as hand drawings to enable rapid
assessment for caregivers of children with ASD, especially in the designing, in the design phase before creating the technological appli­
developing countries. The Materials section describes the development cation for mobiles.
of the game, its components, and design methodology; the Methods d. Implementation and Deployment Phase: Then, based on the
section explains its testing on individuals with ASD; and the Results paper-based design, the game’s prototype interface was created to be
section delineates the user experience and satisfaction outcomes for the displayed on a full screen of a mobile or a tablet device. The game was
Pickstar game. developed as an Android mobile application. Unity engine was the used
platform, as unity is mainly a cross platform engine. This will ease the
3. Materials conversion process in the future to other platforms if needed (like web,
desktop or IOS). A ‘how to play’ tutorial was included that simulates the
The main material is the educational application, which was function of every feature and demonstrates the main components to
designed according to the design process for HCI science (Fig. 1) and children and their caregivers.
developed based on the guidelines for developing learning games for e. Applying Guidelines for Developing Learning Computer Games
children with autism [15]. for Children with Autism: The design of Pickstar was based on guide­
The explanation of the design methodology is as follows: lines for developing computer games for children with autism that are
a. Aims and problem Identification: stated by Davis et al. [15] and used in many other systems for children
The problem was identified via the following steps: with ASD later in more than 55 developed systems. Table 1 presents the
guidelines and their description. We used their guidelines for the
(1) Performing field observation by going to a school for children “Interface & software guidelines” as they relate to the design phase that
with ASD and observing the daily and educational activities of we have in this stage. The other guidelines are related to Trial guidelines
children with ASD. and Session guidelines and therefore were not included as they are not
(2) Analyzing relevant findings from existing research studies. pertinent to the present research. Table 2 shows how we applied each
(3) Conducting personal interviews with the caregivers of children guideline in the Pickstar game to address and accommodate various
with ASD. characteristics of individuals of ASD.
The entire game interface is in the Arabic language. The game
b. Analysis Phase: The following steps delineated above revealed
that children with ASD have little interest in conventional learning
methods and paper-based learning methods. Relatedly, after performing Table 1
Guidelines for Developing Learning Games for Children with Autism [15].
field observation and reviewing existing research, the traditional (PECS)
technique that uses paper-based cards was seen not to be as attractive as Guideline Guideline Description
Number
technological game-based techniques for children with ASD.
After conducting personal interviews with the caregivers of children Guideline 9 Considering the number of people in the room during using the
with ASD in the developing country of Egypt, hereafter termed pre-study software and if they would overwhelm or affect the child’s
performance.
interviews, we concluded that it is not financially feasible for parents to
Guideline 13 All parts of the SW interface, for example feedback, should
hire special education instructors for children with ASD. Also, special­ reinforce the intended task.
ized centers and schools for autism are very rare, so the parents are not Guideline 14 Keep the software interface, as simple as possible with low
able to send their children every day, if at all. To address these critical differentiation between global and local cohesion.
Guideline 15 Be aware that autism may well extend far from what may be
issues, the authors aimed to create an educational game-based appli­
expected in non-autistic cases. Avoid unnecessary sounds and use
cation for children with ASD that also decreases the efforts of caregivers a simple palette in the animations or SW interface. Similarly, be
aware of the physical environment.
Guideline 16 Recognize that children with autism vary highly in their interests
and abilities.
Guideline 17 Consider whether you will use fears and special interests in the
functionality and SW interface.
Guideline 18 Be aware of repetitive behavior patterns, which are likely to be a
feature of autistic behaviors. Consider the balance of control
between the system and participant.
Guideline 19 In the matter of record keeping: build in data logging software
that records user data even if there is no plan for the software to be
adaptive. Then, at the design stage, consider whether and how
this data is to be integrated. If there is an intention to use third
party software for integration or evaluation, then consider
compatibility issues between the third party software and the logs
at the design stage.
Guideline 20 Remember that children might have no recourse to strategies for
dealing with failure, which may be particularly debilitating.
Fig. 1. HCI-Based Design Process [14].

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Table 2 Table 2 (continued )


Aspects of Autism and the Corresponding Applied Guideline in Pickstar. Aspects of autism Guideline How the guideline applied
Aspects of autism Guideline How the guideline applied applied in the in Pickstar
applied in the in Pickstar Pickstar
Pickstar Interface
Interface
try many times to reach the
Social challenges of autism Guideline 9 Gl 9: We advised the goal of the game (while
caregivers to not have other logging all the tries)
individuals in the room while Children with autism may be Guideline 14 The design of Pickstar
using Pickstar to not visual thinkers and learners, Guideline 15 followed these guidelines
overwhelm or affect the and may have particular very carefully by making the
performance of the child with sensory sensitivities. visuals and icons as appealing
ASD. as possible, and selecting the
It is worth noting that color scheme, brightness, and
Pickstar may alleviate the sound levels to be at levels
social and communication that will not trigger their
challenges of autism by possible sensory sensitivities.
increasing their vocabulary, Autistic children head for Guideline 13 Gl 13, Gl 14 & Gl 15: the
and also creating instances of trying to find meaning in Guideline 14 design of Pickstar followed
social interaction with the cases of detail (local Guideline 15 these guidelines very
caregiver who is supervising cohesion) carefully
their playing of Pickstar, if Gl 13: All parts of the Pickstar
not more people are in the interface, for example
room to distract or distress feedback, reinforce the
the child with ASD. intended task.
Children with autism find it Guideline 14 Gl 14: Pickstar followed this Gl 14: The Pickstar interface
difficult to be flexible and Guideline 16 guideline closely. By keeping was kept as simple as possible
accommodating. They the UI as simple and with low differentiation
prefer having routines, predictable as possible, between global and local
certainty, and reliable and Pickstar aimed to cohesion.
predictable environments accommodate these qualities Gl 15: Pickstar avoids
of children with ASD. unnecessary sounds and uses
Gl 16: The DDA feature in simple animations or SW
Pickstar enabled this game to interface. This way, by
adapt to the children’s simplifying the environment
learning needs, as children and removing potential
with ASD differ in their distractions, Pickstar aims to
abilities. allow the child with ASD to
Children with autism may Guideline 13 Gl 13 & 14: the design of focus on the learning task and
have powerful special fears Guideline 14 Pickstar its detail without being
or interests, and display Guideline 15 followed these guidelines distracted by details
repetitive behaviors Guideline 17 very carefully, with the irrelevant to the learning
Guideline 18 addition of some process
Guideline 20 motivational and reward Children with autism may find Guideline 20 Gl 20: In Pickstar, we tried to
sounds after success as failure highly debilitating match this guideline as we let
recommended in (Aziz, 2014) the child try many times to
and was shown not to affect reach the goal (while logging
the learning process of the all the tries)
behaviors of the child Children with autism may Guideline 13 Gl 13 & 15: the design of
negatively. have their own routines and Guideline 15 Pickstar followed these
Gl 15: Pickstar does not have daily activities guidelines very carefully by
any bothersome noisy sounds using simple animations and
or background music in order following the same palette of
not to distract the players or design throughout the game
bother children who have in order not to distract the
sensory sensitivities to loud child with ASD.
noises. Moreover, motivational and
Gl 17: Pickstar made use of reward sounds were added
concepts that generally after success to reinforce
interest and engage children correct responses, such as
with autism, for instance clapping or saying “Heeey”.
icons of objects such as The reinforcements given
pencils and books, animals with sounds help them learn
with their relevant sounds. how to play the game and
Gl 18: To discourage learn the routine of the
repetitive behaviors while actions they need to perform
using Pickstar, the buttons within the game. As children
and the game were presented with ASD like having stable
in a logical order, and if the routines, using the same type
child pressed a button of design and instructions
multiple times, it responded throughout the game and at
only once. different levels in Pickstar
Gl 20: In Pickstar, we tried to conserves their routine.
match this guideline about Autism-independent Guideline 19 In the case of Pickstar, each
possible challenges children guidelines time a participant does
with ASD may face dealing something, it is logged in the
with failure. For this purpose, log items mentioned in the
instead of allowing only a caregiver button subsection
single trial, we let the child

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includes different word categories such as vegetables (e.g., cucumbers, in order to make a prediction with some level of confidence. The child’s
tomatoes, lettuce), fruits (e.g., banana, apple, peach), animals (e.g., dog, skill level is decided by a Majority Vote (MV) function, a function in the
fish, horse), room contents (e.g., table, chair, mat), school tools (e.g., algorithm for finding the majority of a sequence of elements using
pen, pencil, ruler), and personal tools (e.g., hairbrush, toothbrush, constant space and linear time, which computes the majority element if
towel). one exists [10]. If there are several sequences of icons available, the MV
The purpose of the game is to select a written word and its corre­ function finds the icons that have already been recognized by the user
sponding picture (i.e. select a picture of the fish with the word fish, based on the previous responses that are logged. If for more than half of
where all words are in Arabic) to make a star fall to a designated target the cases, the user has recognized an icon, then the MV detects it as a
place (Fig. 4). The player wins the game when all the stars reach their previously recognized icon. This computation is then used by the DDA-
target place. Each picture of animals has the corresponding animal real mode to formulate the new level that adapts to the skill level of the child
sound. So, when the animal picture is selected, the player can hear the and provides the personalized practice the user needs. In the DDA-mode,
noise made by the animal. Also, each word is pronounced by the game in the Adaptive-Ranker algorithm [36] (Algorithm 1) is utilized as the
Arabic language loudly and correctly. The first level is always a training adaptive agent of Pickstar. The adaptive agent should be able to adapt
level to teach the player how to play the game. In this level, the child is even to children with very low skill levels. This way, the skill level can be
given a hint to solve the given problem. The application waits for the classified based on the similarity between the beginnings of the games
child to solve it. If the player does not make the correct response, then stored in the training set and the current partial game. In the imple­
another hint is given, and so on [20] for a similar hinting system in an mentation of the Adaptive-Ranker algorithm (Algorithm 1) for Pickstar,
autism education application). After completing each level, there is a we use the MiniMax [40] algorithm (Algorithm 2) to establish ranking.
soft sound of clapping to motivate the player and inform them that they This is called AdaptiveMiniMax and was used before in the connect four
have completed the level successfully, following the aforementioned game where four items with the same color are connected [36]. The
reward types preferred by children with ASD [14] and previously used in basic concept behind the AdaptiveMiniMax algorithm is that the
another autism education tablet application [20]. implemented artificial intelligence algorithm, the agent, chooses actions
Each time a new icon appears on the game board, the child has to that have the same rank as the ones chosen by the child in the previous
make a decision. The first one, which we call match, is to decide the turns. This way, throughout the game, it enables a way to rank the
word that goes with the given. If the child is able to match the word with child’s and the agent’s actions. To sum, the AdaptiveMiniMax algorithm
the correct image, they disappear, and new ones appear, which corre­ is based on the minmax and ranker algorithms, which make estimations
spond to “current” and “next” images, or “icons”. For each match deci­ based on users’ logged data to predict the level that should be presented
sion (i.e. for each entry in the game) we extract the following features to the user.
[15,36]: When calculating the skill level of a player, we weigh the values ch1,
ch2, ch3, .. chn with weights that reflect the skill level of the algorithm.
• The current and next icon that may enter the board. We estimate child’s (ch) skill level as follows:
• The time taken to match the current icon. ∑n
i=1 w chi
• The maximal points the child might have obtained if he/she could s(ch) = ∑ n
have performed the best possible action (according to a greedy AI i=1 chi

player and heuristic that reduces the number of mismatches and the
where w is the weight assigned to AdaptiveMiniMax to represent the
number of moves to solve the game).
relative skill of the algorithm, the w is set in an ad hoc manner.
• Number of icons that the child recognized.
After we know the player’s skill level, which can be approximated to
• Best score in the time-based level.
one of these categories (beginner (0 to 0.35), average (0.35 < s(ch) to
• Start time and end time of the last 10 played games. Total time for
0.70) or advanced (0.7 < s(ch)), we have to decide how and when to
the last level.
help them. The difficulty in Pickstar depends mainly on two parameters:
• The percentage of winning (successfully responding).
the number of icons and the solving speed. This work focused only on
• Longest and shortest time spent in a level.
these parameters because the new images/icons that appear in the game
are intended to be carefully selected, so that there is at least one match
To apply DDA in a game, first we need to classify the skill level of the
(an image with a corresponding word). The flowchart of Pickstar that
child from the features extracted through at least ten levels of the game
depicts the game’s step-by-step logic is shown in Fig. 2.

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S.M. Shohieb et al. Entertainment Computing 42 (2022) 100495

d. “Exit” Button: It enables the player to exit the game. This option
The main screen of the game has four buttons (Fig. 3a), as follows: exists to increase the interchangeability criteria of the software
(SW) design rules [12], which require multiple options that do the
a. “Play” Button: The “play” button enables the children to start same action to be implemented. This option is for flexibility of the
playing and initiate the learning process. At the beginning, only the design, and if needed, the participants can quit the app without
classical levels are active, which include 30 default levels that using this button as well.
gradually increase in difficulty. After the child plays some levels, the
DDA-mode is activated (Fig. 3b). There are three sub-buttons that
represent the following ways for teaching.
3.1. Game elements
• “All levels” sub-button: This is the classical level-mode. The player
can select any level they want (from 30 different levels ranging in
This game includes the nine formal game elements that every game is
difficulty) to achieve mastering of the vocabularies (Fig. 3c &
recommended to include [37], which are Players, Game Procedures,
Fig. 4).
Objectives, Probability, Rules, Resources, Boundary, Conflict, Game
• “Time-based level” sub-button: This selects a random grid con­
Outcome, as explained in detail below. They are elements used by game
taining different pictures and words to train the player to collect
designers, such as one of the present authors previously [21], because it
more points in less time (Fig. 5). This option trains the child in time
is suggested that including these elements will make the game design
management.
satisfy multiple aspects of human thinking, enjoyment, and motivation.
• “level selection” sub-button: This button selects a level for the
player to begin from. This option uses the DDA approach as
a. Players: The game is designed for a single player. The player can
described in subsection III-C This button isn’t activated until after
choose any one of the eleven games included and play. The game is
the child plays some regular levels in order to extract the features
not competitive.
of his/her behavior.
b. Game Procedures: The outset action of the game requires every
b. “Caregiver” Button: This allows therapists and caregivers to follow
player to gain the necessary knowledge to win. The progressive ac­
children’s improvements and performance across time. The overall
tion is to handle the increasing requirements and complexity.
information provided to the caregivers to follow their children’s
c. Objectives: The game has the main objective of enhancing the vo­
performance includes:
cabulary acquisition of children with ASD.
• Number of icons the child recognized.
d. Probability: Probability refers to the probability of acquiring new
• Number of icons in each level.
vocabulary.
• Number of solved levels.
e. Rules: Some levels are timed to control the game flow. If a player’s
• Time taken to solve the levels.
time runs out, he/she will be prohibited from continuing playing the
• Best score in the time-based level.
game. There are virtual commands during the level to define what
• Time of starting the most recent play and time of ending it.
must be done by the player.
• Total time for the most recently played level.
f. Resources: The resources to be used in order to complete the task are
• Total time in playing the game.
the available time and environmental aids, such as the hints.
• The percentage of winning.
g. Boundary: The game area is restricted to the board/screen of the
• Longest time spent in a level.
game.
• Shortest time spent in a level.
h. Conflict: Players or caregivers need to identify the relevant infor­
mation and specify the settings (objects, levels etc.) to determine the
Also, after verification, the caregiver can do the following from their
task objectives.
control panel:
i. Game outcome: Pickstar aims to enable children with ASD to collect
the highest number of vocabulary they can and to enhance their
• Change the child’s name.
ability to identify the meaning of each word in their daily
• Choose the categories of words that they wish the child to learn
environment.
(vegetables and fruits, animals, or non-living items).
c. “About Us” Button: It contains general information and infor­
mation about the designers of the game. 4. Method

Before designing this user study methodology, the following research

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S.M. Shohieb et al. Entertainment Computing 42 (2022) 100495

Fig. 2. Flowchart of Pickstar.

questions were determined: the game, and then feedback was collected from their caregivers, as
Research Question#1 explained in detail in the subsequent sections.
In what ways does the use of Pickstar impact the learning outcomes
of Arab children with ASD?
4.1. Sample selection
Research Question#2
To what degree can Pickstar reduce the burden of assessing Arab
Convenience sampling technique was used for participant recruit­
children with ASD on parents and caregivers?
ment. The participants were seven children aged between 5 and 10
To answer these questions, participants were recruited, asked to play
years. All participants were diagnosed with ASD by autism therapists or

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S.M. Shohieb et al. Entertainment Computing 42 (2022) 100495

Table 3
Participant information.
Caregiver Child

ID Sex Age Device Type Sex Age Diagnosis Level

P1 F 21–25 Dr.eye N101 M 6 Moderate


P2 F 31–35 Sonny EXZ 6 F 5 Severe
P3 M 36–40 Dr.eye N101 F 8 Moderate
P4 F 26–30 Dr.eye N101 F 7 Moderate
P5 F 41–45 Sonny EXZ 6 M 10 Moderate
T1 M 46–50 Sonny EXZ 6 M 8 Severe
T2 F 31–35 Samsung Note 3 Neo M 5 Severe

Table 4
Questions Asked in the Interview before the User Study.
Fig. 3. User interface screens of the game. Q# Interview Questions

1. If your child has used manually created image cards, for how many years have
they used them?
2. What kind of education materials have you utilized for instructing your child?
What was the technique for using them?
3. Regarding the teaching materials, what troubles and recommendations for
improvement did you have?
4. When using the teaching materials for the first time, what specific challenges
did you experience?
5. Do you recall any specific feedback from your child when using the teaching
materials for instruction?
6. Did you buy or borrow these teaching materials for your child? Why?
7. After using these teaching materials, did your child show any progress? Please
elaborate.
8. Did you experience any problems getting to special education centers to obtain
teaching sessions or materials for your child?

specialists according to DSM-5 criteria [3]. ASD severity ranged from


moderate to severe, and they evinced verbal skills from none to low
(Table 3). The caregivers of these children consisted of two special in­
structors (T#) and five parents (P#) aged between 21 and 50 years, who
were all volunteers from a local autism community in Cairo, Egypt.

4.2. Ethical considerations

Fig. 4. The 5th Level selected in “All levels” sub-button.


Ethical approval was obtained from the ethics committee of [BLIN­
DED] University. Informed consent has been obtained from caregivers
who accepted to participate in the study, after providing a detailed
description of the aim, procedure, risks, and benefits of the study. All
participants have been assured that participation in the study is volun­
tary and that refusing to take part in the study does not have negative

Table 5
Questions Asked In the Interview after the User Study.
Q# Interview Questions

1. Describe how frequently and where you used Pickstar to teach your child. Did
your frequency of administering teaching sessions to your child increase after
using Pickstar? Also, describe the time and place of using it most frequently.
2. Describe any specific issues experienced while using Pickstar, and any notes
you may have in that regard.
3. Describe any noteworthy responses shown by your child while using Pickstar,
and upon which features/instances that response was given.
4. Do you feel that Pickstar presented instructions and verbal communication
clearly, i.e. was Pickstar clear enough to teach verbal communication through
its instructions?
5. Which one do you consider to be the most suitable device size to utilize Pickstar
on: tablet or smartphone?
6. Was your child able to use Pickstar alone (without assistance)?
7. What would you recommend adding to Pickstar, and why?
8. What do you consider the positive and negative aspects of Pickstar to be, and
why?
Fig. 5. Playing in the “Time-based” Level.

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S.M. Shohieb et al. Entertainment Computing 42 (2022) 100495

Table 6
Usability Objective and Subjective Measures.
Usability The Question Number and the Number of positive
Attribute corresponding Metric in Pickstar responses

Effectiveness Q5: Device performance with the game 7/7


Q7: Increase child’s concentration 4/7
Q8: Lessons go smoothly 7/7
Efficiency Q4: Grading the action of the child 7/7
Q6: Needs a little help from the caregiver 6/7
Q7: Willing to express the names of 6/7
things after Pickstar 6/7
Q7: Willing to make oral exercise after 5/7
Pickstar
Q7: Willing to speak after Pickstar
User Q1: Ease of teaching 6/7
Satisfaction Q2: Ease of calibrating difficulty levels of 7/7
vocabulary 5/7
Q3: Fits the caregivers’ needs 4/7
Q8: Willing to continue learning

Fig. 7. Children’s skill levels (X) against their winning rate (Y) in classical
levels. The correlation coefficient = 0.32.
consequences. Participant confidentiality has been maintained through
and after the completion of the study.
game independently.
Authors conducted quantitative analyses on the collected post-study
4.3. Data collection interview content.

There were two types of data collected in Pickstar. Data from care­
4.4. Statement of community involvement
givers of children with ASD and data logged while children with ASD
were playing the game.
This mobile application was developed according to the feedback
Data collection from caregivers was performed in two stages. In the
and via the involvement of the autism community in Cairo, Egypt.
first stage, the caregivers were asked certain questions before the user
Parents of children with ASD provided valuable information that guided
study (Table 4), which concerned their perceptions of what methods
the creation of the application via the pre- and post-study interviews
they used with their children, the problems they observed during
conducted with them by the researchers. In the pre-study interviews,
learning processes, and the progress they noticed with their children.
parents shared the challenges they experienced especially in terms of
Then, another set of questions was asked to the caregivers after the user
education, and in the post-study interviews, they reported their feed­
study (Table 5) that in turn concerned the perceptions of the caregivers
back on the designed application after they had their children use it and
about utilizing Pickstar. All presented questions were created based on
their observations on how much their child interacted with, learned
usability measurements for game development standards [18] and ISO
from, and was able to independently use the application.
25062:2006 (last reviewed and confirmed in 2019) (International Or­
ganization for Standardization (ISO), 2019). Questions were in Arabic
language and translated into English after the study was conducted for 5. Data analysis and results
readability reasons.
Children were asked to play the game about 10–15 min every day for 5.1. Analysis of data collected from the pre-study interviews
the duration of four weeks. This time is recommended by autism spe­
cialists who helped us. As explained above, Pickstar is developed to keep The initial analysis was performed on questions that the caregivers
the log complete record for data obtained from each child playing the have been asked before the study to guide the design of Pickstar
(Table 4), about the caregiver perceptions on learning processes of their
children, relevant problems they experience, and improvements they
observe during those processes in their children. Their opinions were
gathered on using traditional methods such as the traditional PECS
technique [13].
The answers to the initial questionnaire revealed that parents of
children with ASD usually used pictures, videos with audio and educa­
tional sheets given by the therapists. When asked about the problems
they experienced with the traditional teaching procedures and mate­
rials, parents reported that reaching the location of the special education
session was a problem and the children sometimes got bored of the
materials. They also indicated that special education materials were
expensive to purchase.
Therefore, Pickstar was designed to address these issues of accessi­
bility, affordability, and creating engaging educational materials for
individuals with ASD.

5.2. Post-Study User Interviews and Usability Evaluation of Pickstar


Fig. 6. Children’s skill levels (X) against their winning rate (Y) in Adaptive­
MiniMax or DDA. The correlation coefficient = 0.04. (Based on ISO 25062)

The second analysis was performed on questions that were asked to

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S.M. Shohieb et al. Entertainment Computing 42 (2022) 100495

Fig. 8. Results of the post questionnaire with the criteria measured for each question.

they may prefer tablets. Parents appreciated the accessibility of the


Table 7
application as it could be used anywhere, how it decreased the care­
Objective and Subjective Measures of Usability.
givers’ burden, how it could be used semi-independently or with simple
Child# Time spent in Classical levels in Time spent in DDA levels in guidance, and how smoothly the lessons went. They recommended the
minutes/week minutes/week
inclusion of more vocabulary and especially verbs and facial
1 29 42 expressions.
2 32 47 Comparing Performance of Children When Playing the DDA-Mode
3 26 62
4 23 51
vs. Playing the Classical Levels-Mode
5 19 63 The DDA-mode that is activated after enough data accumulates with
6 31 49 the classical levels-mode is compared with classical levels. The perfor­
7 39 61 mance of children when playing the DDA-mode vs. playing in the clas­
Total 199 375
sical levels-mode is presented in Figs. 6 and 7 respectively.
A comparison of two figures shows that in Figs. 6 and 7 depicting
the caregivers after the user study, which are formulated as seen in DDA, all the plotted points lay in a region of [50% to 80%], independent
Table 5. This analysis was based on ISO 25062:2006 [42], which is a from the players’ skill levels, whereas in Fig. 8 depicting classical levels,
standard method for reporting the usability evaluation of an application. the range is between 20% and 100%. Therefore, in DDA, the strongest
These questions investigated caregivers’ experience with and feed­ and the weakest players have the same winning rate, approximately
back about using Pickstar. The usability measurements with each metric 70%, which is important for the motivation of players with all skill levels
response are shown in Table 6. to continue playing the educational game. The correlation coefficient of
Interpreting logged data in combination with parent reports revealed DDA is smaller than that of the classical levels-mode (see Figs. 6 and 7).
that the Pickstar application was attractive to children, as seen from their This smaller correlation indicates better adaptation of the model to the
interest in clicking on the images and words on the Pickstar UI. Also, the child’s levels, therefore, the correlation coefficient of 0.04 indicates that
children were engaged by both the voiced pronunciation of the word and AdaptiveMiniMax shows good adaptive qualities.
the sound effect of the noise the animal makes. After the application voiced Analyzing the logged data for the children participants yielded the
the words, the children would react posteriorly by repeating the words after data in Table 7, which shows the time spent in classical levels and DDA
listening to them pronounced through Pickstar’s UI. Caregivers, addition­ levels for each participant. From this data, we calculated the engage­
ally, mentioned that the application sounds provided uniformity in com­ ment rate of the children in the learning process. Engagement rate for
parison with enunciating pronunciations to the children, which better the DDA feature was 88.4% higher than for the classical level. We can
accommodated the children’s learning. conclude that, for Pickstar, using AdaptiveMiniMax to implement the
Most of the participants gave positive responses to the questions, DDA feature resulted in the agent successfully adapting to the various
which revealed satisfactory user experience with the game. Fig. 8 reveals skill levels of human players. The DDA feature in Pickstar game also
that parents believed the application to fit caregiver needs, they used the seems to have increased the independence and engagement in the
game almost every day at home, and found it easy to use the application, learning process of children with ASD, consequently leading them to
to calibrate the difficulty levels of teaching materials, and to teach acquire much more vocabulary, which is what the game set out to
language via Pickstar. accomplish.
The parents reported that before Pickstar, they could do teaching
sessions with their children 3–4 times per week but with Pickstar, they 6. Discussion
were able to hold teaching sessions almost every day. Parents indicated
that the application ran well on mobile phones, though they added that Carrying paper-based education for ASD into technological platforms

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S.M. Shohieb et al. Entertainment Computing 42 (2022) 100495

is an important mission that can make education more accessible and independently, under the supervision of their parent/caregiver. This
affordable for families with ASD, for whom costs are a significant means that the user interface was clear enough and the task was un­
burden. One of the most important topics included in the educational derstood by children with ASD to the extent of accomplishing the given
curricula for ASD is communication and language. To improve the vocabulary tasks by them. The caregivers expressed that it became
communication skills of children with ASD, using paper-based cards as is simpler to educate children with ASD using Pickstar. Moreover, the
done in PECS can be difficult because of many factors, including the still caregivers mentioned that Pickstar adequately satisfied a number of
nature of the cards and the learning stimulation being restricted to their teaching needs. Consequently, Pickstar seems to emerge as a sturdy
visible senses. Here, a new educational mobile game for children with teaching resource that can support the teaching process for the care­
ASD was developed to overcome the limitations of traditional methods givers of children with ASD.
and materials, accessibility issues of special education, and other bur­ In sum, Pickstar alleviated some of the burden of educational ma­
dens on caregivers. This game we called Pickstar uses two learning ap­ terial preparation on parents, and the DDA feature of Pickstar increased
proaches; the classical levels advancement approach, in which the levels independent utilization by children with ASD and their engagement
increase in difficulty, and the Dynamic Difficulty Adjustment (DDA) with the learning material.
approach. The DDA is performed with feature extraction of the playing Some limitations of Pickstar were noticed during the testing process.
process and adapting the selected level for the player based on his/her Some touches were not recorded by the application because of a weak
skill classification. We compared the performance of children when touch or the slowness of the touch response. Considering that some in­
playing the DDA-mode vs. playing the classical levels-mode. Engage­ dividuals with ASD may have weak muscles and may need longer to
ment rate of children with ASD in the learning process for the DDA respond, future versions can make the application more sensitive to
feature was 88.4% more than in the classical level. We concluded that in weaker touches to register them as responses and wait for longer or give
DDA only, the strongest and the weakest players have the same winning cues to expedite responding. Another limitation that segues into a future
rate, approximately 70% and that DDA showed better adaptation of the direction was that some parents reported that they hoped the app had
model to the participants’ skill levels. These two characteristics likely included complete sentences. Future versions can include full sentences
yield better engagement than classical levels, since children with as well as words, or create full sentences with the learned words for
different skill levels win at similar rates and therefore will be similarly improving communication skills of children with ASD. Finally, the small
motivated to continue playing the educational game, and they will not sample size was a limitation. In the future, the accuracy of the DDA
be disappointed by losing in a level that is not according to their skill algorithm can be refined after increasing the number of users and
level as no such incongruous level will be presented by the adaptable recording more results from different users with ASD from different age
DDA. groups and with different individual characteristics. Though our appli­
Pickstar was created based on design processes for HCI science and cation was intended to be used independently by children with ASD for
guidelines to develop learning games for children with ASD. A user study educational purposes, future studies can design mobile applications that
was carried out to test how children with ASD acquire and use vocab­ aim to improve joint attention, which is considered to be a key
ulary. Then, these observations were incorporated into the first proto­ measurable construct for defining the social communication impairment
type game. Finally, the game was refined through testing and the in ASD and is suggested to be a focus of early interventions [16]. Such
feedback received after the initial implementation. A usability evalua­ applications targeting joint attention have been started to be designed
tion was performed based on ISO 25062:2006 (we used the last version for children with ASD in China [43,52], and similar endeavors can be
in 2019) (ISO, 2019) on the data obtained from the interviews and it done for children with ASD in different countries and by using the DDA
revealed that children with ASD were able to independently use the framework presented here to enhance such joint attention applications
application and match the vocabulary with the respective pictures, for children with ASD.
which is an important consideration when designing applications for This game design, user experience information, limitations, and
children with ASD. Otherwise, the aim of making education more recommendations by parents reveal certain future directions for Pickstar
accessible on mobile devices would not have been attained, as children that can be grouped in four domains, as detailed below.
would not be able to use the application independently and still require
assistance from special education teachers. Here, it was shown that just 6.1. Improving the interaction
with the supervision of their parents, children with ASD were able to
independently play and benefit from this application. During the utilization of the application, some children with ASD
As an answer to the first research question that explored the ways were observed to have weak finger muscle coordination or weak arms,
that Pickstar impacted the learning outcomes of Arab children with ASD, resulting in the application not recording their response and requiring
it was seen that the DDA feature of the Pickstar game increased the in­ them to touch again. While they were trying to tap on the mobile screen,
dependence of children with ASD from caregivers and parents, and their excessive taps with their index finger sometimes caused the
increased the children’s engagement with the learning process. Through existing screen to crash. In such cases, the application incorrectly
these effects, Pickstar enabled children with ASD to acquire more vo­ identified that action as scrolling instead of tapping, which can be
cabulary, which was the main target of the game. improved in further updates or designs.
The game was able to address certain problems of the traditional
methods, as its mobile interface stimulated children’s auditory senses 6.2. Enhancing the content
through the playing back of the sounds related to the picture playing
cards; their tactile experience through the taping of virtual artefacts One further goal emerging from this research is to enhance the
inside the UI; and visual sense via the colorful graphical display and set Pickstar game to teach complete sentences to children with ASD in
of pictures. Arabic language. Also, some caregivers (specifically three of them P2,
To answer the second research question, which was the degree to P4, T2) gave us feedback that we can add acting verbs and visual re­
which Pickstar can reduce the burden on parents and caregivers of actions (facial expressions that can teach children the different emo­
children with ASD, analysis of caregiver feedback was performed. These tions) to the Pickstar vocabulary collection.
analyses revealed the effectiveness of Pickstar as an assistive teaching
application that decreases the burden on parents and caregivers, as 6.3. Refining the user-centered design
evident from the numerical responses to the questionnaires presented to
caregivers (see Fig. 8). Six out of seven parents reported that their child Another future goal is to enhance the user-centered design by
was able to match the picture with the corresponding word recruiting more volunteers as users and implementing their feedback for

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