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REVIEW PAPER
1
VU University Amsterdam, FPP, Clinical Child and Family Studies and EMGO+ Institute for Health and Care Research, Amsterdam, The Netherlands,
and 2Bartiméus, Department of Psychotherapy, Doorn, The Netherlands
Abstract Keywords
Persons with an autism spectrum disorder and/or intellectual disability have difficulties in Autism spectrum disorder, difficulties
processing information, which impedes the learning of daily living skills and cognitive concepts. processing information, intellectual
Technological aids support learning, and if used temporarily and in a self-controlled manner, disability, self-controlled technologies
they may contribute to independent societal participation. This systematic review examines
the studies that applied self-controlled technologies. The 28 relevant studies showed that skills History
and concepts are learned through prompting, interaction with devices, and practicing in
(realistic) virtual environments. For attaining cognitive concepts, advanced technologies such Received 19 November 2013
For personal use only.
as virtual reality are effective. Five studies focussed on cognitive concepts and two on emotion Revised 8 April 2014
concepts. More research is necessary to examine the generalization of results and effect Accepted 1 May 2014
of using technology for learning cognitive and emotional concepts. Published online 22 May 2014
Technology can be administered by the caregiver or by the (n ¼ 388). Second, full copies of all 104 identified articles were
person with ASD or ID themselves (self-controlled). Sometimes, examined. From this search, 38 articles were identified of which
the preference is given for administration by the caregiver because 14 were literature review articles. From the review articles, four
of the significant amount of time needed to teach persons relevant studies were hand selected. In total, 28 studies were
with ASD and/or ID how to use technology-based equipment [19]. identified and included in the review. The screening and selection
Yet, over time, the caregiving investment might be reduced when of articles was done by the first author; reliability tests were
the persons with ASD and/or ID themselves control the technol- performed by the second author. The inter-rater agreement for the
ogy. As technology advances, more self-controlled formats are selection of titles was 91% (Cohen’s kappa ¼ 0.81). The inter-rater
available as aids in teaching persons with ASD and/or ID new agreement for the abstracts was 84% (Cohen’s kappa ¼ 0.66), and
skills without significant support needed from caregivers. for the full-text articles, the inter-rater agreement was 94%
Thus, technology used as a self-controlled and temporary aid (Cohen’s kappa ¼ 0.80). All studies that met the inclusion criteria
contributes to learning new skills and greater independence for were coded in terms of author(s) and year of publication, sample,
persons with ASD and/or ID. Although many review articles on experimental design, target skill being taught, type of technology,
the use of technology are available, no review could be identified features of the technology, effect of the intervention, and
covering the kinds of self-controlled technologies that stimulate generalization. These studies recruited participants mainly from
learning and enhance independence. Thus, the aim of this the USA and Europe.
study was to analyze the literature regarding (1) mobile devices Most articles were (68%) published in the past 5 years. The
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(e.g. PDA, iPod, and iPad), (2) robots, and (3) virtual reality (VR) studies had a single case design with N ¼ 1–11, with the exception
technologies in relation to learning and independence for people of a between-subjects design study with N ¼ 87 done by Passig
with ASD and/or ID. [5]. Table 1 summarizes the results for the learning strategies,
skills and concepts, and features of technologies. Technology was
Method used to support three different learning strategies: (a) learning
by prompting, mentioned in 13 articles and resulting in a total of
For this systematic review, we performed a comprehensive
13 newly acquired skills (in one article, three different skills were
literature search. To include recently developed technologies,
taught); (b) learning through interaction with robots, mentioned in
this systematic search was conducted for articles published
six articles; and (c) learning by practicing in the present, in a real
between 1996 and September 2011. Because few studies have
life or virtual daily living situation, which was mentioned in eight
focussed on the use of technology in the education or intervention
articles. The used technologies were videos on computers, videos
for persons with ASD and/or ID prior to 1996, we used that
on handheld devices, pictures on handheld devices, robots,
year as our starting point. The following databases were used:
and VR. No articles using mobile phones or iPads matched the
For personal use only.
Table 1. A summary of the results on the learning strategies, skills and concepts, technology and features.
Features
(1) Representation modes used (1) (1) (1)
(2) Interactivity (3) (2) (2)
(3) Individualization of treatment (4) (3) (3)
(4) Ecological validity (4)
Prompting Skills
Daily living 3 2
Vocational 2, 1* 3
Transitioning within tasks 1 1*
Transitioning between tasks 1, 1*
Robots Engagement 6
Virtual environment Daily living 1
Safety 3
Social reasoning 1**
Understanding emotions of other 2**
Time perception 1**
Imagination 1**
training environment because it added visual or auditory infor- modes facilitates learning when compared with using only
mation. Although persons with ASD typically respond to a single representation mode [23–25]. Thus, adding more
visual input as their primary source of information [22], the modes of representation to the instruction materials improves
general consensus is that a combination of different representation learning [26–28].
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For personal use only.
4
Table 2. Summary of articles on video/computer/PDA, indicating sample, design, skill, technology and features, and outcomes (N ¼ 11).
performance
Davies et al. [44] ID, age: 18–70, Two group within-subjects Prompting: vocational task Picture on PDA 3a, 4b, 4d Significantly fewer errors n.a.
N ¼ 10, USA and prompts needed
Mechling et al. [39] ASD, age: 16–17, ABABAB multiple base, A: Prompting: daily living Video on PDA 1b, 3a, 4b, 4d Task performance was fully No decline in task
N ¼ 3, USA recipe on paper achieved performance
Mechling [33] ID, age: 15–17, ABAB, A: recipe on paper Prompting: daily living Video on PDA 1a, 3a, 4b, 4d Task performance was No decline in task
N ¼ 3, USA nearly fully achieved performance
Mechling and ASD, age: 14, N ¼ 3, ABABA multiple base, A: Prompting: vocational, Video on PDA 1b, 3a, 4d, 5 Task performance on voca- No decline in task
Savidge [40] USA picture-based task strip transitioning between tional task and within performance
tasks and within task task transitions were
nearly fully achieved.
Task performance
between task transitions
was not achieved
Taber-Doughty et al. ID, age: 13–15, ABABA, A: cards with Prompting: vocational task Video on PDA 3a, 5 Task performance was Some decline in task per-
[41] N ¼ 3, USA numbers nearly fully achieved formance for two of the
three participants
Van Laarhoven et al. ASD + ID, age: 13– ABA, A: no intervention Prompting: daily living Video on computer 1b, 5 Task performance was No decline in task
[36] 14, N ¼ 2, USA nearly fully achieved performance
Van Laarhoven and ID, age: 17–19, Three group within-sub- Prompting: daily living Video on computer 1a, 3a, 4a, 4d Task performance was Some decrease in task per-
Van Laarhoven- N ¼ 3, USA jects, ABA, A: no nearly fully achieved formance over time
Myers [37] intervention
Van Laarhoven ID, age: 12–17, Pre-test, 3 participants Prompting: daily living Video on computer 5 Task performance was No decline in task
et al. [38] N ¼ 2 USA within-subjects, general- nearly fully achieved performance
ization test, pre-test: no
intervention generaliza-
tion test
Van Laarhoven ID, age: 17, N ¼ 1, AB, A: no intervention Prompting: vocational task Video on PDA 3a, 4c, 4d Task performance was n.a.
et al. [38] USA nearly fully achieved
a
1: representation modes used (1a: combination of modalities, 1b: visual-based information, 1c: action-based information); 2: interactivity (2a: appealing); 3: individualization of treatment (3a: repeatability,
3b: adjustability, 3c: simplicity); 4: ecological validity (4a: offering a learning opportunity, 4b: portability, 4c: social acceptability, 4d: self-manageability); 5: previous research.
Disabil Rehabil Assist Technol, Early Online: 1–10
DOI: 10.3109/17483107.2014.921248 Self-controlled technologies and skill attainment 5
1: representation modes used (1a: combination of modalities, 1b: visual-based information, 1c: action-based information); 2: interactivity (2a: appealing); 3: individualization of treatment (3a: repeatability, 3b:
generalization
Outcome of
Interactivity was often reported as the reason for using that
specific kind of technology. Riva [12] mentioned that interactive
n.a.
n.a.
n.a.
n.a.
n.a.
n.a.
interventions stimulate persons to focus on a task. In other words,
the interactivity of the technology supports learning a task.
One way to be interactive is to offer some control over the
is environment and, because of the ‘‘simulation technology’’,
is
is
is
Explorative, engagement is
Explorative, engagement is
provide the opportunity to be actively involved, e.g. in treatment
Explorative, engagement
Explorative, engagement
Explorative, engagement
Explorative, engagement
of stress management or anxiety [29]. Interactivity can be
Outcome of study
stimulated
stimulated
stimulated
stimulated
stimulated
adjustability, 3c: simplicity); 4: ecological validity (4a: offering a learning opportunity, 4b: portability, 4c: social acceptability, 4d: self-manageability); 5: previous research.
was an important theme. Some kinds of technology can adjust
the information so that it meets the needs of the individual.
Technology offers some form of control and allows participants to
repeat the learning material as often as necessary, depending on
their own needs. Meeting the needs of the participant facilitates
the learning process [6].
1b, 2a, 2, 3b, 3c
Features noteda
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2a, 5
2, 3c
2, 3c
Robot
Robot
Robot
Robot
Robot
how to cross the road [31]. Technology that is suitable for use
in day-to-day life – because of portability, self-manageability,
or greater social acceptance – contributes to using the technology,
which in turn facilitates learning.
Table 3. Summary of articles on robots, indicating sample, design, skill, technology and features, and outcomes (N ¼ 6).
Interaction/
Interaction/
Interaction/
Interaction/
play/engagement
play/engagement
play/engagement
play/engagement
play/engagement
play/engagement
Sessions
Sessions
Sessions
Sessions
N ¼ 11, USA
size, origin
N ¼ 3, Japan
Table 4. Summary of articles on virtual reality, indicating sample, design, skill, technology and features, and outcomes (N ¼ 9).
Herrera et al. [3] ASD, age: 8–15, N ¼ 2, Pre-test, intervention, Practice in the present: Virtual reality 1b, 2, 3a, 3b, 3c Ratings on test improved. Study involved a post-
Spain post-test, post inter- imagination Post interviews indicated test.
views with parents positive results for one
of the two participants
Josman et al. [31] ASD, age: 8–16, N ¼ 6, Pre-test, intervention, Practice in the present: Virtual reality 4a, 4f Ratings on test improved, Study involved a post-
Israel post-test safety but task performance test.
was not fully achieved
Mitchell et al. [57] ASD, age: 14–15, N ¼ 6, Within-subjects design, Practice in the present: Virtual reality 4a Ratings on test improved Study involved a post-
USA post-test: with video social skill test.
of a real coffee shop
and a bus
Passig [5] ID, age: 9–21, N ¼ 87, Pre-test, three group, Practice in the present: time Virtual reality 1a, 2, 3b, 3c, 4a Score on test improved Study involved a post-
Israel between-subjects, perception test.
post-test
Self et al. [13] ASD, age: 6–12, N ¼ 8, AB, A: conventional Prompting: safety Virtual reality 1a, 1b, 2a, 2, 3a, 3b Task performance Study involved a post-
USA training improved, but all stu- test.
dents still needed some
guidance
Strickland et al. [56] ASD, age: 5–9, N ¼ 2, Sessions Prompting: safety Virtual reality 1b, 3c, 3b, 4a Explorative, cars were n.a.
USA identified
Tam et al. [58] ID, age: 18–23, N ¼ 8, Pre-test, intervention, Practice in the present: Virtual reality 2, 4a Ratings on test improved, No decline in task
Hong Kong post-test daily living but task performance performance
was not fully achieved
a
1: representation modes used (1a: combination of modalities, 1b: visual-based information, 1c: action-based information); 2: interactivity (2a: appealing); 3: individualization of treatment (3a: repeatability, 3b:
adjustability, 3c: simplicity); 4: ecological validity (4a: offering a learning opportunity, 4b: portability, 4c: social acceptability, 4d: self-manageability); 5: previous research.
Disabil Rehabil Assist Technol, Early Online: 1–10
DOI: 10.3109/17483107.2014.921248 Self-controlled technologies and skill attainment 7
treatment (9 of the 13 articles, e.g. the device can be used to That is, persons could choose to progress to the next photograph
repeat prompts as often as needed). Although self-prompting without receiving further prompts. The combined prompting
often involves the participant in starting and stopping the system in this study allowed for adaptations as each individual’s
prompting material, only starting and stopping is a very restricted need for prompts changed.
way of interaction. Most of the above studies, except the study done by Van
Laarhoven et al. [42], used some form of additional prompting
Prompting videos on computers besides the technology in the form of either a task strip [40],
recipe on paper [33,39], cards with numbers [41], or a prompt by a
Four articles are included in this review that used videos on
caregiver at the beginning of the task sequence [43]. By using
a computer (a laptop) as a self-prompting device [35–38].
these extra prompts, overall and after some practice, video on
Videos can be used for ‘‘video modeling’’ or ‘‘video prompting’’.
PDA was effective for achieving the mastery of tasks with or
With video modeling, the entire video was shown to participants
without help from this technology. However, Mechling and
to teach them how to perform a task, which differs from ‘‘video
Savidge [40] did not obtain the same result for between-task
prompting’’, where video fragments are shown step-by-step.
transitions because without the technology, all the participants did
Two types of skills were taught through ‘‘video modeling’’ and
not return from the independent workstation to the starting
‘‘video prompting’’ (Table 1): daily living skills [36–38] and
location.
transitioning within tasks [34]. These skills are considered to be
Another important contribution of the studies conducted by
‘‘concrete’’ in nature.
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colleagues showed that most participants still needed some level a handheld. Davies et al. [44] and Cihak et al. [45] used pictures
of prompting in the naturalistic setting. on a PDA as a self-prompting device. Burke et al. [46] used
In addition, Van Laarhoven et al. [37] mentioned that pictorial cues on an iPod as a prompting device.
participants no longer used the prompting devices as they Pictures or pictorial cues on handheld devices in these studies
became more independent in performing the tasks. However, were used for learning vocational skills. Davies et al. [44] used
although they left the computer to perform the task, participants one picture and an audio file for every aspect of learning the new
still relied on the computer for prompts and could not perform the task. Cihak et al. [45] used a photo slideshow with photos
task independently. Thus, the participants might have over- of themselves engaging in the task. When a photo was shown,
estimated their own skill levels or possibly had difficulties a yes/no question was asked about whether they were engaged
attending to the instruction materials. in the task or not. Burke et al. [46] used cues during task
The above studies showed that overall participants performed engagement to prompt them to take the next step. Both studies
reasonably well after the intervention. However, the studies by achieved an increase in independent responding during the
Van Laarhoven et al. [36–38] showed that after a few weeks, when intervention. Cihak et al. [45] and Burke et al. [46] tested for
participants performed the tasks without technological support, generalization shortly after the intervention and showed
the level of task performance had decreased. In contrast, in the that task engagement decreased without the handheld. This
study by Dauphin et al. [35], technology-based prompts were result is in correspondence with the results of Van Laarhoven
gradually withdrawn and transferred to self-managed cues from a et al. [37].
paper-based notebook schedule, which further improved perform-
ance on scheduled tasks. Thus, the level of independent task Interaction with robots
performance without prompting may decrease over time.
The second learning strategy involves learning through interaction
However, prompting, regardless of type, has been shown to
with robots. The robot creates a situation that encourages a
improve performance over time.
process of interaction, thereby stimulating interest in the outside
world. This step in turn leads to developing and increasing
Prompting videos on a handheld device
interaction, communication, and social skills [47]. People with
Five articles included in this review used videos on a handheld ASD and/or ID can have problems with understanding and
device as a self-prompting device. The types of skills taught using showing interest in the outside world. Therefore, the use of
videos on handheld devices were (Table 1) daily living skills robots can be a helpful intervention for stimulating interaction,
[33,39], vocational skills [40–42], transitioning within tasks [40], communication, and social skills for children and adults with
and transitioning between tasks [40,43]. All these skills are ASD and/or ID.
considered to be ‘‘concrete’’ in nature. The studies showed that the most common arguments for using
Taber-Doughty et al. [41] evaluated video modeling during task robots as technology were (Table 3) an individualized treatment
engagement. In studies by Cihak et al. [43] and Van Laarhoven (four of the six articles, e.g. robots can be easier to understand
et al. [42], participants first had to watch the video before than humans), the ability to be interactive (five of the six articles,
engaging in the task. Mechling et al. [33,39] and Mechling and e.g. robots can react to the user), and the ability to simulate one or
Savidge [40] evaluated video prompting prior to task engagement more representation modes, which only two studies mentioned
and used it in combination with auditory and picture prompting. (e.g. robots can be appealing, robots can be physically interacted
8 W. L. J. E. den Brok & P. S. Sterkenburg Disabil Rehabil Assist Technol, Early Online: 1–10
with). However, the argument that robots can support ecological Although all the studies offered an environment in which
value was not mentioned in any study. participants could explore the virtual environments, the advan-
Robots are electromechanical machines that can perform tages of VR were exploited in a variety of ways as well, for
tasks automatically or with guidance, typically by remote control. instance by presenting rare situations [13,57], offering a safe
The level of complexity of their actions and appearance can be situation [31,56], and emphasizing objects in the environment
adjusted to match individual skill level. Robots can consist of to make abstract concepts more concrete [3,5]. The ‘‘time’’
simple elements and at the same time be interactive. concept, for example, was made more concrete by showing the
Six studies used robots as an intervention focussed mainly on sequence of baking a cake [3].
teaching engagement [48–53]. Engagement is considered to be In some of the above-mentioned studies, the effect of
more ‘‘concrete’’ in nature. the intervention was measured by observing the participant’s
In the last decade, different kinds of robots were developed appropriate behavior in a real-life setting similar to the interven-
with all kinds of shapes and abilities. Some appeared as a doll tion setting, shortly after the intervention [3,13,31,58]. Cheng and
(e.g. Robota [52]), a dog (e.g. Aibo [53]), something creature-like Ye [20] and Cheng et al. [21] examined the effect of the
(e.g. Keepon [50,]; Tito [48]), something human-like (e.g. face intervention by using qualitative observations as it took place.
[51]), or very basic with a neutral smiley drawn on a plastic sheet Performance on tests not similar to the intervention phase
(e.g. Gipsy [49]). Some robots were remote-controlled (e.g. was also analyzed. Mitchel et al. [57] observed the participants
Keepon, Tito, Gipsy), and others could respond to touch, motion, while they were watching a video of a café or bus and then, during
Disabil Rehabil Assist Technol Downloaded from informahealthcare.com by 145.108.209.254 on 05/22/14
and/or sound (e.g. Robota) or responded to infrared (e.g. Aibo). the interview, asked about their reasoning for the choices they
Some could even respond to vital signs (e.g. face). Most studies made. Cheng and Ye [20] and Cheng et al. [21] used questions
were exploratory in nature, and the interactions were usually about the emotions of others to test for performance. Passig [5]
tested through the analysis of physical and verbal interactions, asked the participants to order pictures to measure organizational
avoidance or fleeing, visual pursuit, and/or whether the child skills. The study by Strickland et al. [56] was exploratory in
imitated the robot. These studies showed that robots using nature and examined if participants could recognize the VR
different stimulations encouraged interaction in children with setting as a realistic practicing setting, and no quantitative study
autism. In addition, the studies indicated that robots stimulate the was added. The results of these studies indicate that VR can
social development of children because affective touching, increase knowledge and skills, some of which can be transferred
imitation, and expressing emotions towards the robot were and used in new settings. Although the results above are very
encouraged [50–53]. Furthermore, they were persuaded to promising, only a few participants fully mastered the new skills;
wonder and reason about the emotional state of the robot [50], most participants still needed extra support to complete the
which indicates that learning social skills can be stimulated by tasks [13,31], indicating that the generalization of skills remains
For personal use only.
interaction with robots. Although the results above are promising, to be examined.
the studies did not check for effects in real life without the robots;
therefore, no information about generalization or long-term effect
Discussion
is available.
The aim of this literature review was to analyse the use of self-
controlled technologies that support learning for persons with
Practice in the virtual environment using virtual reality
ASD and/or moderate to mild ID. In general, there is scien-
The third learning strategy involves learning through practice tific evidence that technology supports learning of activities
in the virtual environment. According to Riva [12], the more of daily living (e.g. daily living skills) and cognitive concepts (e.g.
a person can enact intentions in a successful action, the more time perception, imagination) in children and adults with ASD
the person is present, making it easier to focus and use more of and/or moderate to mild ID. The results of the studies showed that
his/her senses, which facilitates learning [54]. Although several task performance increased during the intervention phase and that
technologies are available – e.g. mobile and wireless communi- it can be maintained but might decline during the follow-up.
cation systems, speech interfaces, 3D social virtual environments Looking at which technologies were used to support learning
– that can provide learning by practicing in the present [55], and in what way they contributed to gaining new skills, the results
in this literature study, only VR was found to be used as showed that videos on computers or handheld devices (or pictures
technology for practicing in the present. on handheld devices) were commonly used to prompt and were
VR can present 3D information live in real time. It is a mainly used to teach activities of daily living such as daily living
computer simulation using graphics to create an artificial world skills, vocational skills, and transitioning within and between
where a person can hear, see, touch, and communicate with other tasks. In addition, the results of Mechling et al. [33,34,39] showed
objects and figures by using visual, audio, or haptic devices. that participants may need more intrusive prompts for more
Six out of nine studies showed that the most common difficult tasks (e.g. videos instead of pictures on a PDA). Learning
argument for choosing VR was the opportunity to individualize through interaction with robots was commonly used to stimulate
the treatment to the participant (e.g. the environment can be play and engagement. VR was mainly used to create an
simplified). Other frequently mentioned arguments to use VR environment to practice in the present, most commonly to support
were four out of nine articles noted interactivity (e.g. users can learning cognitive concepts such as time perception, imagination,
control the environment), seven out of nine articles mentioned or the emotions of others. Thus, the results indicate that
ecological validity (e.g. VR can be as realistic as the real specific kinds of technologies were used to learn specific kinds
environment), and four out of nine articles reported the ability to of skills.
simulate one or more representation modes (e.g. VR can present Furthermore, each kind of technology has its own features to
visual and audio information). support learning. VR generally has the most features because it
Different types of skills were taught (Table 4): safety skills can simulate one or more representation modes, be interactive,
[13,31,56], social conventions [20,21,57], time perception [5], adapt the treatment to the individual needs of the user, and be
and imagination [3]. VR was used in a variety of ways, such as on described as ecologically valid technology. Video on computers
a laptop [13,20,21,57], touch screen [3,58], or head-mounted or PDAs and pictures on PDAs usually do not possess the feature
display [56]. of interactivity. Robots usually do not have the feature of
DOI: 10.3109/17483107.2014.921248 Self-controlled technologies and skill attainment 9
supporting ecological validity. Videos on computers or Declaration of interest
handheld devices (or pictures on handheld devices) are less
This study received funding from ZonMW-InSight, a Dutch
advanced techniques than VR, indicating that more advanced
association promoting application-oriented research to support the
techniques have the potential to offer more features to support
needs of people with a visual impairment (Grant no. 2011/18604/
learning.
ZONMW).
Although which features and technologies are most effective
in teaching a target skill has not been investigated, researchers
seem to have a preference for using specific technologies to References
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